Noctrine

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  1. I recommend checking this out. Wizards of the Coast has a patent on Trading Card Games and they may take legal action if you use any of the elements listed in their claims. http://www.google.com/patents?vid=USPAT5662332
  2. Unity 3d

    Think this should be moved to the Beginners forum. I use Unity 3D, it runs pretty well. And it can be used for a game where you break out of prison.
  3. Question about copyright in a sports game

    If I remember correctly, this was an issue with EA back in the day. EA, 2k Sports, and some other people battling over getting exclusive permission from the various leagues to use player likenesses. Also recently, with UFC and EA. The UFC Owner-dude said that if any competitor allowed EA to use their likeness their contract would be terminated.
  4. Not really relating to gameplay but. I recommend you get custom sprites made, using Enterbrain's stuff for anything other than RPGmaker projects is illegal.
  5. Infringment Issues/Contacting the Owner

    Getting a lawyer is your primary concern either way. Because even if the publisher would agree to let you use the IP they would have an extensive contract that you would have to agree to before doing so. One created by their lawyer, and of significant legalese to the point where you would need to get your own lawyer to decipher it. And IP licensing deals don't always work out like that. It is entirely possible that they could charge YOU to be able to develop using their IPs.
  6. In game gambling.

    You are also going to run into quite a bit of taxation issues. For example, you will more than likely have to report winnings and report them to the IRS. This requires in addition to your needed legal department. A very good accounting department: (Dealing with the IRS is so much fun, even professionals run into trouble and they can easily break your business and your personal life for said taxation issues) Amazingly good record keeping: Because if they (IRS) even thinks something is wrong the burden of proof is on you to say otherwise. Missing records are not omitted they are proof that you are wrong, and possibly lying (causing us to loop back to the Legal Department)
  7. Letting someone use my UDK license

    I'm assuming you mean a commercial license. As the standard is free and nothing really stops them from just clicking the download button for it. Read your TOS, if it says no then don't. All and all this question is better directed to the UDK Legal Questions Answered Topic. But more than likely, if they see a violation that can cause trouble for them. They would take action against you. Another issue is that with them being underage you can't hold them accountable for any issues you would run into in regards to use of your license, and neither could Epic Games, or anyone else. I'm not completely sure, but it's my belief that it would all become your fault.
  8. Xbox360 Indie Game Reviews

    http://news.cnet.com/8301-13578_3-10269962-38.html FTC may come after you.
  9. How do you design a fighting game?

    While I'm in the prototyping (technical, making sure inputs are all right and everything) phase right now, I'd want to atleast give my two cents. In my opinion, you are sort-of over-complicating it. While the mind games or general, "If he does this, I'll do that, but I'll do this to fake him into doing that" gameplay that comes into play when people are actually playing is how these games are usually rated. While prototyping you should be concerned about general balance and ease of play across the characters. The mind games will come whenever anyone plays it, regardless. The ones you come up with, won't be the ones that players will come up with during actual play, and people will find something horribly broken in even the most balanced characters. From there, they will exploit it to no end. I mean, look at Super Smash Brothers series, I don't think the infinite grab-chains, and invulnerability spamming were actually parts of the design. My method has been: 1, Define a rule set. What are all characters bound by, general controls, and what each input corresponds to generically across all characters. 2, Write out the move lists (now granted my fighter isn't a each character has 70 moves kinda one ala Tekken -it isn't even side-camera-), with varying levels of detail. 3, Storyboard animations, and possibly create simple animations or animatics if I see fit. 4, Assign input combinations to moves dependent on a number of things (the damage I expect the move to do, how impressive the animation is, how humiliating the move is to the victim) and try to mirror complexity across the characters. (( I'm currently here depending on what character you are considering )) What's left is: 5, Set up everything with simple models and animations. So that I can get a feel for what type of gameplay arises. What people focus on, what values need to be changed, and what I need to discourage or encourage in general play. Most importantly, is it fun? 6, Polish Polish Polish Polish Polish. (pretty much the rest of the, non movelist design heavy stuff) 7, ???? - Anything else I may have missed. 8, Ship, and Profit! (potentially)
  10. Using classical music in games

    An amendment to this if you can add Obscure, isn't an individual's own custom arrangement of a public domain score their own copyright also?
  11. Licensing Question

    Especially as Epic has a topic on their forums where they specifically answer the variety of Legal Questions that people have regarding there licenses.
  12. I think at that point its all about what you are willing to risk. Note I am not a lawyer, but I am personally comfortable enough with my own deviation from what their patent outlines and feel adequate that I am not infringing. (I don't even match there system of play, there was just that one thing that stopped decks that was in my way) Anything beyond there, I would suggest you ask a lawyer.
  13. Selling a small application

    I think its more like, as Obscure is here as a representative of a professional business consultancy firm, it would be unprofessional and potentially damaging to say you'll be alright if you just read it all yourself. Same reason why people give the following disclaimer when they leave a comment. ---------- Disclaimer: I-AM-NOT-A-LAWYER. You are probably also going to need to look into patents. Although copyright is automatic in a sense, I do recommend actually applying for one through the USPTO. And while I personally believe that it is good to have comprehensive knowledge of business law as it relates to you and the people you deal with, and accounting enough to keep track of your own accounts. I recommend looking into some sort of legal representation, and an accountant. While things generally go well, if they don't these people are more than worth the money. If you have zero knowledge of the business of software, and you are interested in jumping in before studying you are either going to need the money to hire the team to compensate, or get a partner who can complement your efforts.
  14. Wasn't there a study that showed that the Encyclopedia Britannica was only slightly more accurate than Wikipedia? Either way, there are people that meticulously check the articles, for the best information I recommend checking the cites though. From what I have read around when I was WotC published them, Nintendo wanted to drop them and a lot of stuff started because of some employees that were related to it all. DISCLAIMER: I AM NOT A LAWYER As far as the Patent issue, most TCG games that run the way that I expect you want to go are licensed by WotC or have faced legal action from Wizards of the Coast. Their patent is very generic, as it covers among other things moving a card from one grouping to another that is the primary play grouping (don't remember the exact language) but in short it restricts things like decks and what not. I believe this is why all of those alternative games are appearing (Bakugan and what not) because they don't have a Patent on Trading "*" Games. As such, for the online card game project that I am involved in I just elected that we move away from using or even referencing cards at all. Would have made it alot easier if we ever went for a print run though. [Edited by - Noctrine on May 17, 2010 2:34:11 PM]
  15. IANAL: If you are going to send it out, at-least get a formal copyright. I think they cost about 30 dollars.