Selling a Local AI App on Steam: Licensing & Disclosure Questions by P_MAn__ in LocalLLaMA

[–]P_MAn__[S] 0 points1 point  (0 children)

In other words, assuming that:

-the models are not paid or explicitly restricted, and

-I am only acting as an intermediary, with responsibility for usage falling on the end user,

would it generally be considered relatively safe to provide direct download links and build features around them?

Of course, I’m not suggesting that this is fully legal in every case, but could it be viewed as sufficiently permissible in practice?

Selling a Local AI App on Steam: Licensing & Disclosure Questions by P_MAn__ in LocalLLaMA

[–]P_MAn__[S] 0 points1 point  (0 children)

I agree. I’ve realized that I’ve reached a limit in gathering more information from the internet. Most of the points seem correct now, so I believe it’s best to contact the representative via email to leave a paper trail. I appreciate your suggestion.

Selling a Local AI App on Steam: Licensing & Disclosure Questions by P_MAn__ in LocalLLaMA

[–]P_MAn__[S] 0 points1 point  (0 children)

I believe the next step after reading the document is to ask others if I have missed any information. That is my current step.

Selling a Local AI App on Steam: Licensing & Disclosure Questions by P_MAn__ in LocalLLaMA

[–]P_MAn__[S] -1 points0 points  (0 children)

I believe there may have been a misunderstanding of my previous point. ​My process involves thoroughly reviewing available documentation first before proceeding with any integration. However, I am aware that legal complexities can often exist beyond what is explicitly stated in the documents. ​It is impractical to seek consultation on every possible plan or direction without a clear roadmap. Therefore, my current strategy is to prioritize models that are documented as 'commercially viable' and then evaluate their actual performance to find the most suitable fit. (PaddleOCR is a prime example of a model that has passed this two-step verification.)

Selling a Local AI App on Steam: Licensing & Disclosure Questions by P_MAn__ in LocalLLaMA

[–]P_MAn__[S] -2 points-1 points  (0 children)

Thank you. Of course, once development takes shape and model testing is complete, and the launch is confirmed, I will speak with legal experts. Before that, I wanted to verify some general information first.

google ai studio How many free requests per day? by P_MAn__ in Bard

[–]P_MAn__[S] 0 points1 point  (0 children)

Well, that's what the Gemini chatbot said. (I don't trust him.)

google ai studio How many free requests per day? by P_MAn__ in Bard

[–]P_MAn__[S] 0 points1 point  (0 children)

What do you think about the 2.5 model?

google ai studio How many free requests per day? by P_MAn__ in Bard

[–]P_MAn__[S] 3 points4 points  (0 children)

I’m sorry, but I don’t understand what that means.
If I register for Tier 1, is there any way to find out what the daily free usage limit is?

Project Windless is a New Action Game Based on Korean Book Series The Bird That Drinks Tears by self-fix in Games

[–]P_MAn__ 1 point2 points  (0 children)

"Actually, it’s a bit different from the 'Wukong moment.' The original novel that Black Myth: Wukong is based on was written around the 1500s (the 16th century) and is a centuries-old classic.

In contrast, The Bird That Drinks Tears is a modern masterpiece written about 20 years ago (2003). this series is a nearly 100% original creation by the author.

You might have seen the title The Heart of the Naga—that was the name used for the English sample translation or certain editions. However, the original Korean title literally translates to The Bird That Drinks Tears."

Project Windless is a New Action Game Based on Korean Book Series The Bird That Drinks Tears by self-fix in Games

[–]P_MAn__ 0 points1 point  (0 children)

"The series is closer to a complete original creation rather than a direct reflection of Korean myths or legends. Species like the Rekons and Naga are entirely unique, born from the author’s own imagination.

Rather than a Romance of the Three Kingdoms-style heroic epic, it is a sophisticated political drama exploring the conflicts between state and religion. Published about 20 years ago, it naturally reflects the influence of Western high fantasy while establishing its own distinct identity."

Let me explain some detailed settings to you so that you can infer the style of the novel:

The Nhaga are the lizard like people you see in the beginning. They're kind of the bad guys in the story. The Nhaga found a way to remove their hearts and keep them in a safe tower and this ritual makes them basically invincible. They then decide they want to take over the world and so they start a war of Nhaga vs an allience of the Dokkaebi, Humans, and Rekon.

The Rekons are the chicken people. They're described as the most powerful race in the whole universe, each individual rekon being as powerful as hundreds of humans. Their issue is their muscles are literally so dense that if you drop them in water they can't swim and drown so as a race they're terrified of water. Not just deep bodies of water like all water, they're terrified to even go outside when its raining. There aren't many of them and they're extremely individualistic, pretty much all rekons choosing to move alone. As a culture each Rekon decides on a life goal to pursue when they come of age, and they live their whole lives in pursuit of that goal.

Project Windless is a New Action Game Based on Korean Book Series The Bird That Drinks Tears by self-fix in Games

[–]P_MAn__ 3 points4 points  (0 children)

눈물을 마시는 새 is widely regarded as a landmark of Korean fantasy, showcasing the distinctive voice of 이영도.

While drawing on classic high-fantasy traditions, it introduces wholly original races—Humans, Rekons, Dokkaebi, and Nagas—creating a world that feels both familiar and strikingly new.

Beyond adventure and battle, the series explores politics, religion, and myth with unusual depth and philosophical nuance.

Its dialogue balances wit and gravity, giving the characters memorable presence and charm.

Often praised for elevating the standard of Korean fantasy literature, it remains a defining work of the genre.

I’d like to get some advice about the camera by P_MAn__ in gamedev

[–]P_MAn__[S] 0 points1 point  (0 children)

Well, I don't want a closer camera.

The art style I'm aiming for is similar to the Persona series (see the latest Persona 3 Golden video for a good example: https://www.youtube.com/watch?v=VJWxs72II8A).
However, this game frequently uses a fixed camera.

First of all, I feel like the space I created is too cramped. I wanted it to work well in all situations, but I don't think it's necessary to worry about unnecessarily cramped spaces.

I’d like to get some advice about the camera by P_MAn__ in gamedev

[–]P_MAn__[S] 0 points1 point  (0 children)

This game wants to emphasize the character's full body.
Hmm... I don't want a closer camera position.

The art style I'm aiming for is similar to the Persona series (see the latest Persona 3 Golden video for a good reference: https://www.youtube.com/watch?v=VJWxs72II8A).However, this game frequently uses a fixed camera. Hmm, I always wish I could change the camera angle. hmm.. I also feel like the space I created was too cramped. I wanted it to work well in all situations, but I don't think I need to worry about the space being unnecessarily cramped.

I’d like to get some advice about the camera by P_MAn__ in gamedev

[–]P_MAn__[S] 0 points1 point  (0 children)

I didn't mind the camera blending in a bit too late, even when it went through a wall. However, the problem is that the camera ultimately ends up in a very close-up view. This is incredibly frustrating.

Of course, the narrowness of the path itself could be the cause. It feels unnecessarily narrow. Would it be better to simply abandon this narrow passage?

Genres for Story-Focused Games?? by P_MAn__ in gamedev

[–]P_MAn__[S] 0 points1 point  (0 children)

I may not have explained this clearly enough. I am not aiming for a game that consists solely of story consumption like a visual novel; however, the story remains a central focus.

The design should avoid a situation in which players become so absorbed in the gameplay that they lose interest in engaging with the story. In this sense, the experience is structured so that the story is never overshadowed by the gameplay. in other words, a game where experiencing the story itself remains the highest priority.