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Space Ship Cargo Game - A space trading and collector game
This is a weird game about you flying a space ship, mining raw matter and trading with merchants on space stations. The art style is a blend of retrowave.
Keep up to date
If you are interested in the progress of this project, I post updates on my instagram and twitter accounts:
If GitHub is failing, I recommend looking at my backup Git repositories:
Code and Assets License
This project is licensed under the GNU General Public License Version 3 or later. Individual assets might have a different license, usually a CC license. What ever you contribute, it must allow modification and redistribution.
If you see an asset without a license or a wrong license please contact the project maintainer.
Picking a license for my code bothered me for a long time. I read many discussions about this topic. Read the license explanations. And discussed this matter with other developers.
First about why I write code for free at all:
- It's my passion to write computer programs. In my free time I can write the code I want, when I want and the way I want. I can freely allocate my time and freely choose the projects I want to work on.
- To help a friend or member of my family.
- To solve a problem I have.
Those are the reasons why I write code for free. Now the reasons why I publish the code, when I could as well keep it to myself:
- So that it may bring value to users and the free software community.
- Show my work as an artist.
- To get into contact with other developers.
- And it's a nice change to put some more polish on my private projects.
Most of those reasons don't yet justify GPL. The main point of the GPL, as far as I understand: The GPL makes sure the software stays free software until eternity. That the user of the software always stays in control. That the users have at least the means to adapt the software to new platforms or use cases. Even if the original authors don't maintain the software anymore. It ultimately prevents "vendor lock in". I really dislike vendor lock in, especially as developer. Especially as developer I want and need to stay in control of the computers I use.
Another point is, that my work has a value. If I give away my work without any strings attached, I effectively work for free. Work for free for companies. I would compromise the price I can demand for my skill, workforce and time.
This makes two reasons for me to choose the GPL:
- I do not want to support vendor lock in scenarios. At least not for free. I want to prevent those when I have a choice. And before you ask, yes I work for a company that sells closed source software. I am not happy about the closed source fact. But it pays my bills and gives me the freedom to write free software in my free time.
- I don't want to low ball my own wage and prices by giving away free software with no strings attached (for companies).
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this project by you, shall be licensed as GPLv3 or later, without any additional terms or conditions.
For assets the minimum is the CC BY-NC license ( https://creativecommons.org/licenses/by-nc/3.0/ ) or CC BY-NC-SA ( https://creativecommons.org/licenses/by-nc-sa/3.0/ ).
Asset Licenses and Attribution
Please refer to
Please refer to
godot_project/gamelib/credits.wl for a listing
of contributors and media sources.
- Weird Constructor firstname.lastname@example.org
(You may find me as
WeirdConstructoron the Rust Discord.)