Tabletop Simulator

Tabletop Simulator

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Abigail Feb 15, 2017 @ 11:22pm
Licenses, Rights and Privacy for Uploaded Content
I'm working on creating a board game and I made a prototype in TTS (all local files at this point). I would like to upload the content involved so that I can do some private playtests with some friends in other places. I have a few reservations about this, however, and would like answers to some questions:

1. Is it possible to upload games privately like this or would it automatically be public?

2. Am I giving up any rights to my game by doing this - either to Berserk or to Valve (or someone else)? If so, what specifically?

3. If yes to 2, is there some way around this (having them hosted online somewhere and using the URL for instance)?
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Showing 1-5 of 5 comments
Persona Feb 15, 2017 @ 11:41pm 
1. Is it possible to upload games privately like this or would it automatically be public?

-workshop is auto set to private when uploaded have to manually change it to friends. or private host it yourself on tts with trusted mates

2. Am I giving up any rights to my game by doing this - either to Berserk or to Valve (or someone else)? If so, what specifically?

assuming u read the eula is why u are saying this. thats there for berserk to avoid sue claims from publishers. anything u make is yours

3.for trusted friends use dropbox and have them download the assets and delete dropbox links u can restore them back that way u dont have to worry about leaks
Sekkuar666 Feb 16, 2017 @ 3:53am 
One caveat:
Whenever you host a room, anyone that joins can always save the assets individually by right clicking the object then "save object".

That cannot be disabled.
ulia  [developer] Feb 16, 2017 @ 7:24am 
You can't protect your assets from being downloaded if you intend to release it/host it publicly.
However you can claim exclusive rights for your content, under your own personal name or brand name. If you've got enough evidence to back up that you're the rights holder of the material then you're good to go. Read up on everything copyright and DMCA.
Jim (Lucky seven) Feb 16, 2017 @ 7:35am 
Creating your game components as assetbundles. Whilst certainly not un-crackable will add a bit more protection to your artwork outside of TTS. As the Unity.3d file makes it harder to access the individual elements that make up your objects (currently Decks can not be made as Assetbundles).

But at the end of the day once its gone Digital someone somewhere will allways be able to get at your stuff if they really want to.

For your open testing perhaps using low resolution or watermarked images. might be a way to mitigate your concerns.
Abigail Feb 16, 2017 @ 10:03am 
Thanks everyone. I'm not too concerned about the possibility of someone being able to steal my game if they really try. I think that the odds of that are pretty slim and nothing can ever be completely protected anyway. I totally get that. I just wanted to make sure it wouldn't show up publically on the Workshop, which it seems like it won't.

As for rights, I was slightly concerned because even though the EULA looked clean, I had seen a few people saying it had issues and not being a lawyer, I didn't know how it interacted with things like the Steam ToS. While I figured it was all safe, I also figured it didn't hurt to ask. That said, after posting, I found this thread which seemed to clear up Berserk's stance and appease my concerns: http://www.berserk-games.com/forums/showthread.php?1061-Playtesting-unpublished-games-and-the-TTS-EULA.

Thanks again, everyone.
Last edited by Abigail; Feb 16, 2017 @ 10:03am
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Date Posted: Feb 15, 2017 @ 11:22pm
Posts: 5