I have worked for many years on a open source video game project which is a remake of Wizardry. The goal was to create something like Zelda Classic. Unfortunately, I never finished entirely the project and never got any support from the community.
Now I am trying to refactor the code from C++ to plain C, create an adventure and release the game. Considering that
A) I have massively reduced the amount of assets required by the game.
B) That the mechanics are significantly different from the original Wizardry, but we can still see the inspiration.
C) It consumes a lot of my time, and I am still not finished yet.
D) I have complete control over the source code since I never had any help.
I am wondering it could be worth it to close the source code and release it as a commercial game on Steam, GOG games or other platforms. 20 years ago, commercial indie game were much tougher to publish than today, so this is why I did not go the commercial path at that time.
I would still need to retheme certain things, and create/buy/replace assets which I intended to do in the first place.
It should probably be recommended to get a publisher, as I suck at promoting stuff. Some publishers can do assets too. I basically needs: textures, monsters, music, sound. I have some royalty free assets but it could be lame to sell a game with such assets that everybody have access to.
I could also do my own assets using digital painting. It would create a different "style" which I am not sure would look good. Considering my project was designed so support multiple adventures, I could add Textures and Monsters progressively as I need them over time. Designing assets consume time not spent programming, I still find it entertaining to do art.
Problems I could see: It's not the state of the art 3D engine people as familar with. I am making a game that looks like a classic. I even intend to bring back the line maze. I don't even have realtime animation, it's pure turn based. If I do my own assets, I am not a professional artist. I might look more like impressionist acrylic painting. Again, it could be an interesting "style" that adds flavor to the game.
What do you think?
I would gladly do that in the late phase of the game when it's almost complete. Too early for that to happen.
I don't like doing Social Engeneering, this is why having a publisher in the end to promote the game could be a solution. I just want to focus on making the game, I don't care if the publisher gets a bigger cut.
In summary: those are basically the interrogations I have right now:
Stay as a free game?
..YES: Continue as usual, replace assets with public domain assets if possible. No opportunity to make money.
..NO: Change name, and remove copyrighted stuff. Opportunity to make money. Nothing to lose little gain as a free game.
Find a publisher?
..YES: Publisher could make assets for me or could force certain changes or assets.
..NO: Need to manage everything from assets to promotion. More work for me.
Make my own assets?
..IF SELF PUBLISH:
....YES: Requires more time, could cost money, could be ugly.
....NO: Requires royalty free assets. Could be considered lazy to sell a game with free assets.
..IF PUBLISHER:
....YES: Can reduce time publisher need to invest, but publisher can throw all assets to garbage. Waste of my time.
....NO: Must find a publisher willing to make the assets.