Show HN: HTML5 version of StarCraft
github.com
github.com
Otherwise you'll clearly get DMCA because Blizzard has long history of banning any project even remotely copying their products no matter if it's done for fun or whatever.
PS: It's also affect repository name, etc.
http://www.stratagus.org/ - A cross-platform RTS open source game engine. http://stargus.stratagus.com/index.html - A project built on top of the same engine that opens up all StarCraft original files.
Not sure how active this project is or how far it's gone, but it seems to me from what I've seen: If your project recreates the engine and you require the original files and don't redistribute them yourself, you shouldn't get in much trouble? IANAL
It really wouldn't. I know it's fun to imagine Blizzard as an oppressive corporation overlord, but any developer in the world will take steps to protect their IP.
Though Blizzard in particular aggressive towards open source projects that recreate their games and generate a lot more lawsuits than other game development company. It's just like that 'Candy Crush Saga vs Banner Saga' lawsuit. These guys had right to do that, but it's still looks awful.
PS: As example of company that nice to the community look at Rockstar Games. Even if they're not really do anything for modding community there is tons of hobby software projects created around GTA include custom multiplayer servers, editors and any kind of mods, So far no one ever get lawsuit threats for doing anything like that. Now check Blizzard with their pro-DRM and anti reverse engineering lawsuits.
Blizzard has a legal right to be dicks about their IP, but that doesn't make it morally correct. We've refused to let IP holders set the narrative with regard to DRM; let's not do it here.
Most likely, they will tell you: "shut it all down or we'll sue you into bankruptcy".
I recommend taking a look at http://opengameart.org for free (and legally free) placeholder art you can use instead, and changing any names ASAP to remove "Starcraft" and anything directly based on the unit names, etc. (Referencing Starcraft in the README or other such things should be fine, though.)
For example, "SpaceCombat" with "Troopers" and "Knights" and "Hordelings" and different art and music for everything would be fine, legally, even if the actual game mechanics were exactly the same (as long as it's your own code implementation of them).
Heck, just take a look at their list of offices: http://www.activisionblizzard.com/locations
You do know that, right?
But basically as I understand it you can't publicly distribute a game with the same exact title, characters, story and look. You are given some leeway to parody but should tread carefully there too.
So for example: StellarCraft featuring Zerps, Terrags and Protians and use similar but reasonably distinct looks for everyone from the other game would be safer.
http://www.gamasutra.com/view/news/124171/Opinion_Reverse_En...
(And yes, I'm blown away by what you have achieved there)
This could potentially have an effect on the value of their IP which can give leverage to potential acquirers/investors.
There's many ways someone can still screw you, starting from making your travel to the US tricky to much worse, depending on the circumstances and what international agreements allow.
As if Blizzard had no way to hire lawyers elsewhere. And maybe he wants to travel to the United States someday?
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In the end, if you really must have a Jenina Proudmoore, just call her something else and give her a similar-but-not-quite-same background.
If I try to come up with something of my own, I have the problem that first, I’m not a writer, making the creation of something with the depth and breadth of the Warcraft universe extremely difficult and if I make it stylistically similar to Warcraft I risk being seen as an uncreative two-bit copy of the real thing. It’s a tough spot to be in.
By doing it inside the same universe imho you're already putting your hands up, there. You're admitting it yourself when you say "I'm not a writer".
I agree you're in a top spot, but if you're going to invest significant amounts of time in your project, I think you owe it to yourself to protect it from somebody else's lawyers. There is nothing wrong with admitting your influences... Warcraft itself was a originally a Dune II clone with a fantasy skin!
Examples: Windrunner changed to "Windranger"; Pudge made to look less like a Warcraft "abomination"-style creature; Skeleton King renamed and remodeled to "Wraith King".
After an IP battle that was settled out of court.[1] Valve also does not use any of Blizzard's assets in Dota 2.
[1]: http://www.engadget.com/2012/05/11/blizzard-and-valve-settle...
Open http://htmlpreview.github.io/?https://github.com/gloomyson/S... in FF (or Chrome without its security stuff on)
They're not evil, it's their job to protect copyrighted assets, without them Blizzard would be out of pocket and SC2 might not have been created, from my experience, there are some really friendly people there, but you have to get on their good side and I'd say you've already gone about this the wrong way (by githubbing their copyrighted stuff).
I've never seen Blizzard pursue a massive lawsuit on an individual without giving them a chance / warning first to take things down.
I'm currently doing the same with Baldur's Gate engine. I am using Mootools, I want to study your code more to see if Dojo would be better (Mootools introduces overhead with constructors)
Basic demo here: http://lumakey.net/labs/battleground/demo1/
For multiplayer I'm making tests with Firebase...
Also I'm looking into WebGL for some animations (explosions etc) probably it could help performance in your case as well.
With Mootools I like the classical inheritance style. Something else that looks interesting is TypeScript, when you reach ~10k lines of codes pure javascript gets really tricky to debug/refactor.
Yes I am worried about company reaction, I wouldnt publish game assets on a public repo. What I am considering is publishing my game engine along with the scripts I use to process the game resources into suitable web formats.
Anybody looking for an HTML5 Startcraft-esque multiplayer game might want to check out http://littlewargame.com
I downloaded version 1.0 of this and it seems to work quite well! The version live at http://www.nvhae.com/starcraft/ is 0.1. Guess we shouldn't hope for multiplayer, which is what I'm really after.
(fork with gh-pages added)
If I want to share or publish, I have to use free stuff or make it myself. If I want to use copyright material and publish it, I need permission and a contract with the owner of the IP, a license or agreement of some sort to use their stuff.
All this applies to everyone, not just the US, if you want to do business. If it's just for fun that's fine but you can't distribute it in anyway, including github.
Here's something interesting, an open source Warcraft II style engine https://en.wikipedia.org/wiki/Stratagus
You'll have to adapt the same strategy as they do, or any other engine remake: Host and share your engine, require the user to themselves supply the original game installation. That way your project is just a mod.
Another example of a great engine remake is "RttR" http://www.siedler25.org/ a remake of the Settlers II engine. They require a separate installation of the original game to play.
Little correction needed. "Mod" usually mean derivative work of original game, but open source engine projects are not derivative work.
So it's just an engine that have nothing to do with original game or it's copyright holder.
(Still some copyright issues remain)
[1] https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert...
It is cool and impressive what you've achieved here, don't let that discourage you. Keep building these things.
Not sure if you're going to finish this, because it is going to be quite hard to polish.