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Post by johnlanz on Nov 3, 2017 0:35:57 GMT
Hey Guys,
I'm just concerned by the post of kano about Piccled RICC with regards to asset flipping although the game is really obvious it is really asset flipping and its been taken down by steam. So what's considered asset flipping then? Are we able to use addons from hamzah, sickscore, and tharindu? And of course we need to modified invectors controller to not being considered flipping, at what level? are we able to use animations from kubold and mixamo? How about level design? although you changed some of the positions of prefab it looks the same as the original.
Is there a rules out there to not being considered asset flipping?
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Deleted
Deleted Member
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Post by Deleted on Nov 3, 2017 0:49:21 GMT
That’s a good question. I personally would like to know about these sort of rules.
Cheers! Nuke
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Post by uberwiggett on Nov 3, 2017 2:17:29 GMT
Asset flipping is where someone uses free or cheap assets, and fills in the blanks in a demo scene and sells for a profit. Piccle ricc was an example of some extreme asset flipping. It didn't change anything, it used (paid) assets and just replaced the enemies/player with some other art assets. It looks like all the levels were the demo pieces of a few assets (would not be surprised if some were from pirated copies). Basically this was minimal effort for maximum profit.
from the video it said "we want to add more levels and AI" etc, so there is a chance it was some kid who wanted to make a game but only knew how to change a few things. But basically, it wasn't a fully polished game, it was a low effort flip that they wanted money for.
As for rules, it's subjective. Usually you would alter or replace art assets with your own work (especially Hamzah's menu graphics), but using template systems themselves isn't bad, it's what they are there for, but at least put in the effort to add your own modifications.
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Post by uberwiggett on Nov 3, 2017 2:18:23 GMT
another example would be to get the free VR shooting range asset, replace the low poly art with higher res, and add text box for a "story" then just release it as a full game for $15 :P
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Post by jrackley on Nov 3, 2017 3:49:08 GMT
johnlanz just have a look at any of our videos under WIP thread for Grigori ~ Rise of Azazel, we have invested a TON of money into assets, but with every one there is no demo scene, Valerie takes the assets and hand builds her own creations and levels out of them, like you are supposed to do, we change every aspect that we can and only use the assets for what they are meant to be..a template to create your own awesomeness! I will post a video tomorrow if I can get Val to let me of how we are using hamzah Easy Main Menu Asset to give you an example of tweaking it, nothing major, just swapped out images and what not, however I am re writing a lot of the save system at the moment to use Dialogue systems save system alongside it, it is an Awesome Menu and basic save system out of the box for sure though!
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Post by resdin on Nov 3, 2017 5:25:52 GMT
Provided you're passionate about what you're working on, your product won't end up anything that'd be considered an asset flip (I'd hope anyways). Most asset flip titles are rather blatant and obvious, zero effort, zero passion of making your vision come to life.
If you're building a game it should have no resemblance of the demo scene assets its made of -- I usually don't even include demo scenes on import unless I'm learning how to use the asset. There is really no excuse for anything to visually be identical other than laziness, greed or perhaps lack of skill; in that case you shouldn't be selling your game; give it away for free. There is no need to modify the controller at all unless you want to separate your game from others whom will release titles using the same animations within the default controller.
Are you planning on using the Invector demo character for your project? Even if you are, provided you put significant care into the game world and other mechanics besides those offered by Invector itself you should have no worries being considered an asset flip. People will certainly recognize the demo character in your screen shots/videos though and based on that make assumptions.
Modify materials, modify Shaders, use Image effects, create your own world, provide a narrative, provide progression, focus on ambient and combat AI, toss in a bunch of loot and you're good. Take a template and try to make everything better. It's very important to picture in your mind how your assets will work together to produce the end product. None of that happens in Asset flips.
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kano
Junior vMember
Posts: 40
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Post by kano on Nov 3, 2017 16:28:00 GMT
johnlanz My friend if you are concerned it shows you care, and if you care you already have better attitude than these asset flippers. These guys not care about games like you and me do, they just treat it as little business on the side to make quick cash. Like selling "fake" stuff at a market lol. Anyway, back to making real games.
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Post by magicbanana on May 11, 2018 14:32:46 GMT
Although from experience when buying assets especially art assets make sure you do your due diligence before releasing to the public. I bought some compass art assets and turned out the sprites were ripped from skyrim. needless to say I was crucified by the greenlight community. So check everything.
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