FLAVORLESS_SOUP

a project by some

DEFERRED_IMPACT


I DIDN'T HAVE TIME TO MAKE THE WEBSITE LOOK DECENT I'LL GET TO IT LATER LOLOLOLOL

root@flsoup:~$ cat ./PROJECTS.LST ./GUIDELINES.MD ./TASTY_TALES.DIR ./DISCORD.GG

FLAVORLESS_SOUP GAMEDEV GUIDELINES

The following list outlines a couple of rules that we strive to follow while doing gamedev. Of course most of us are human, and so it's unlikely we'll be able to follow these rules perfectly. These however are a reference point that you can point us towards if we ever sway off track.

Although i'm doing this project solo for now, i fully expect to get contributions from other people soon. As such, i use the word "we" to refer to this project, the FLAVORLESS_SOUP, and all its contributors.

Rule -1. WE DO NOT DEAL WITH CORPORATIONS.

NO SPONSORSHIPS.

NO PAID ADVERTISEMENTS.

NO PUBLISHERS.

NO SELLING OF EXCLUSIVE IP RIGHTS.

https://www.youtube.com/watch?v=Hk3zEPgSV-g

We are a community. We are powerful enough. We can do it alone. We are not interested in your corporate greedy bullshit.

(But no-strings-attached donations are always welcome.)

Rule 0. We do create for the sake of money.

Making free - meaning truly free - games allows us to avoid becoming dependant on people's support and in turn, offers flexible and unconstrained game development. When developing a free game, you need not be concerned about whether it will sell well. This allows you to create good games for the sake of creating good games.

Importantly, monetization may still happen if it is justified. E.g. if it's a multiplayer game, there will be unavoidable server costs associated with it, and it is rather unwise (and potentially impossible) to pay those in full from our personal incomes. However, this monetization should always be considered an unreliable source of income, and should not be taken into account when making game design decisions. At no point are we allowed to think "we would like to change this thing, but if we do so, people will pay us less, so we may not change it".

In other words, making money is fine, as long as it is the lowest priority task and does not interfere with other tasks. It may never become a primary goal.

Rule 1. We do not pander.

Most game developers attempt to make their games appealing to everyone. It's not an inherently wrong approach, and it makes sense from the business standpoint, as it means the game will sell better if more players are interested in it.

However, certain experiences can only be created by cutting out ideas and concepts. The obvious - and inherently relevant - example, is "what if we made a game with no bulletspam weapons?" Refusing to add such weapons means refusing to pander to the shooter game players who have been conditioned to expect such weapons in every game.

As a consequence of (0.), we do not depend on our playerbase to "stay afloat". This allows us to avoid having to reach the biggest possible audience, which in turns allows us to create such unique experiences that will turn off many, perhaps most players, but will be cherished greatly by the few.

Rule 2. We only develop with a vision.

Everyone can just make yet another shooter game. It's mostly meaningless to do so, as it will only result in adding yet another piece of trash to the pile of shooter games already present on the market. (Browse free itch.io games for 5 minutes and you will see what i mean.)

A good game must distinguish itself by having specific qualities that are not necessarily unique per se (altough if they are, it is appreciated), but mesh together in just the right way to create a unique and positive experience. That is what we mean by "vision": a clear understanding of why things must be the way they are in a given game. It is not easy to come up with a vision, but ultimately, it's best to make one good game, rather than ten terrible ones. As such, the time and effort investment in conceiving a solid vision is worthwhile.

And as such, we may only create a game if we have a clear and appealing vision for it.

Rule 3. Democracy as a way to make decisions, does not work.

There's a very good reason why all democratic nations on Earth have people elect people who vote for decisions, instead of directly voting for decisions. Not only does it offer better logistics (you wouldn't want to go vote every day), it also adds a filter for the stupidity of the common folk.

People are stupid. It's unfortunate, but factual. G*mers are no different (and potentially worse on average). As such, we may not make decisions purely by having people vote for what they want.

Players may still influence gamedev decisions. However, they may only do so by participating in clear, rational and logical discussion with us. Iff they manage to prove why their idea is actually a good one, only then may we consider implementing it - no matter how many "votes" it got.

If you want change - don't try to coerce people onto your side. Instead, use logic and reason to convince us your idea is good. This is how we operate.

Rule 4. We break things.

It is inevitable for certain decisions to be wrong in hindsight, no matter how hard you try to get everything right on the first try. However, games develop a meta over time, and players can become quite defensive about the current meta, whether it is good or not.

Do not expect us to care. If we deem the current meta to be undesirable, we will nuke it and rework it drastically. Especially if it is needed for (2.) following a vision.

Rule 5. We do not complain about derivatives.

Derivative works should be encouraged, especially so if they seek out to copy a good game. An inherent assumption underlying our gamedev is that we create good games. As such, people are explicitly encouraged to derive - which is to say, partially or even fully copy - a game that we put out, with some minor restrictions:

- your derivative has to deviate at least in some way. A perfect copy of an existing game is pointless, and a waste of your own effort.

- your derivative should be obviously marked as such. Do not impersonate our games, please.

Are our games good? If yes, elaborate on them. Make your own versions. Let's change gaming, together.

Rule 6. We do not advertise our games.

Advertisements are a waste of money. They are also utterly unnecessary. A good game advertises itself. Word-of-mouth is the way we inform other people of our games. You want more players? Don't waste your time asking us to advertise. Go out there and advertise it yourself. Tell your friends. Tell your colleagues. (Okay, probably not colleagues.)

Additionally, growing too fast is also a concern. Word-of-mouth approach puts a certain limit on how fast a community can grow. Advertisements can be overkill, just as easily as they can flop. Suffering from success is not ideal.

Rule 7. We keep it unprofessional. We vibe.

This is a small project, with the primary goal of us (deferred_impact and the FLAVORLESS_SOUP) having fun, and the secondary goal of you (the player) having fun. This project being small is not a temporary thing; it should remain this way. All projects, and all communities, as they grow, start to lose the vibe and the quality. Growth can sometimes be bad. Suffering from success is not ideal.

Rule 8. PC first.

Mobile market is lucrative, addicting, convenient, and full of brainrotten g*mers who will gladly play a one button game for 6 hours. This makes it easy to fall into its trap, and you won't even have the time to blink before you find yourself pandering to mobile g*mers.

We do it PC first. PC is our focus, and will always remain so. PC always has priority over mobile.

Rule 9. The year of Linux desktop.

Is it yet time to change the world? Linux gaming is... impressively advanced nowadays, but still disappointing in comparison to m$ window$. It's time to change that, and we shall be at the forefront of this change. All videogames produced by us may only be compiled into Linux standalone binaries. They will never be officially ported to Windows.

Want to play on window$ anyway? No problem. Web versions of these games must also be provided. Play in your fancy OS compatibility layer web browser.

Rule 10. Games never die.

Games get killed. No game died on its own. The final decision is always on behalf of its owner, and it is always a disappointing one. "We are thankful that you joined us at this journey. Unfortunately, on [insert date here], we are forced to shut down all our servers. We apologize for the inconvenience."

Of course, promising that servers will stay online forever is ridiculous, and that is not what we promise. We may shut down the servers in the future. However: if we ever decide to shut down the servers, we are under an explicit obligation to release - within a month - the entirety of that game's code, including the server code, in such a way that a sufficiently skilled user can create their own server and continue playing their favorite game.

However, see Rule 24, which takes precedence over this.

Rule 11. If we must scale back, we will. Yes, this is a threat.

Economy is capitalism, and resources are limited. If we ever end up biting off more than we can chew, we are to scale back as needed.

Donations are very welcome. If people do not wish to donate, that simply means people are not interested enough in the quality and ethic of work we produce. They have the right to think that, even if it's strictly wrong.

Our games are always free. But if you don't pay us, there might not be any future games.

This isn't a job. We shouldn't rely on it for our future, and we should always have fallback options for "what if gamedev doesn't pay". Because, let's be honest, it won't.

Rule 12. We encourage healthy gaming.

All things implemented into our games must carefully consider and try to minimize the potential negative impact on a player's mental and physical health, free time, money, and other resources.

The world is a shithole and gaming should be a safe haven, not a yet another source of misery.

Rule 13. No crypto blockchain bullshit.

NO.

https://www.youtube.com/watch?v=YQ_xWvX1n9g

Rule 23. We have a bright future.

Without this assumption, all efforts become futile.

Rule 24. War with russia = no open source, no binaries.

The long term plan is to fully open source all these games, and release everything you, the player, need to play this game completely on your own merit (even if the servers are down).

However, as long as this rule is applied, no self-hosting artifacts will be released.

This rule is in effect until the end of the war between Ukraine and russia, plus one year since that moment.

Rule 24.1. War with russia = 50% profit tax.

50% of all FLAVORLESS_SOUP profits (should there be any, lmao) are to be directed towards Ukrainian charities that work towards victory in this pointless fucking war.

This rule is in effect until the end of the war between Ukraine and russia.


As unlikely as that sounds, everything here is Made in Ukraine UNDER FIRE.

Font used in most of my projects is SQUARE font by Wouter van Oortmerssen https://strlen.com/square/
used under the conditions of CC BY 3.0 Unported

Icon credit:
Photo by Piotr Miazga on Unsplash