I organize Fedijams.
Like this one https://itch.io/jam/fedijam-5
These are foss jams and they try to use fediverse and Matrix for promotion and coordination, but they still have one proprietary tool in the loop: itch.io, a game store.
This is a problem for jams not only by being an ideological incoherency: it is practical too. People seem to be uncomfortable/shy to even hit the join button there (it requires an account), often opting in to just join our [matrix chat] (https://matrix.to/#/#fedijam:m.wfr.moe). And other people who see the low count are less interested as a result.
So, i thought, that for federated game developers, at least for jammers, something much better needed, safer to use and adaptable for specific needs and culture.
A Federated Gamestore
What is the bare usable minimum?
- Ability to upload games.
- Ability to host jams (event scheduling, submitting games and rating)
- No federation. Yes, for FediJams even just a self-hostable gamestore would be useful.
But just that will be very poor and unappealing.
Self-respecting minimum:
- Decorating game pages
- Decorating jam pages
- Not being spartan
The last one is very important for games and gamestores. The concept of game is about joy and having a good relaxed time.
Also, by looking at non-spartan Misskey, i have noticed much more mainstream people. On federated foss network.
Basic federated configuration:
- Jam federation: between servers, with Mobilizon, and with Masto/Pleroma/Misskey
- Federated game and jam comments
- Federated game search
QoL:
- Search by license
- Jam tagging
- Explore better jam interest gauges that just ‘joins’. federation might help with that.
Life:
- Payments?
- Donation integration?
Making this happen
Some days ago i started a fork of Game Jolt game store. https://notabug.org/Houkime/gj-fedifork-frontend
Upstream Game Jolt (MIT license) has a ton tracking built in and i also temporary curbed realtime communication/streams that will be the hardest thing to support (after potential payments?) and will need a lot of redesign anyway.
Using Game Jolt frontend as a base provides a lot of visual polish, page editing and anti-spartancy out of the box, and those things seem to be the most difficult and most limiting to get for foss projects.
But Game Jolt does not provide the server, so this one i need to write myself (I am looking at peertube as a reference/template). The frontend does provide though database models _
Firebase here was used to store user client settings.
I disabled this (It is using defaults) and also deleted this from package deps.
The value of the game being stored on the server is that games are usually big (100+ mb) and for example git forges tend to have strict limits on file size. Unlike with peertube though, the headcount of games is way smaller than the count of videos, so largish uploads at game stores are totally ok, and also torrenting might be unnecessary, at least at first.
It is also used to count downloads. This sort of harmless analytics i plan to reenable in the future. Views and downloads. Maybe browser plays.
It is everything i use on itch, and it should be enough for gamedevs to roughly measure interest. It will also be used if there will be payments eventually, or at least download tokens that you purchase from the dev manually.
The scheme with manual download tokens can be wider than just monetary payments. It can also be about promotion or even code contributions (not neccessariy to the same game! A dev can just say: Contribute to Godot in a nontrivial way and i will give you a token).
Or just manual handout of the game to people the dev knows/decides to give access. Like with follow requests on masto.
I believe that sort of schemes could be especially popular with LGBTQA+ communitites, just as locked accounts are.
I do however think that it might be benefitial to separate the services of storage and jamming, if only just to allow parallel evolution. It can be done on protocol level so that for example gamejolt like servers can federate with more lightweight jam servers.