Poll started by feillyne with 315 votes and 4 comments. Browse the poll archive.
(107 votes)Yes, gladly
(23 votes)Nope, my engine only for my games
(26 votes)No, but my games will be moddable
(38 votes)Can't, already using a closed-source proprietary/commercial engine
(16 votes)Can't, using a closed-source proprietary/commercial engine, my games will be moddable though
(25 votes)My game is open-source
(80 votes)I'm not a developer
"Nope" - although older versions of EEL, EELBox and ZeeSpace are already available under the LGPL, and the newer ones, and ChipSound (the new sound engine) probably will be eventually.
The reason why I'm not keen on licensing any of this commercially is that I'm already spending too much time on engine development and too little time on game development. I don't want to add support and feature requests to that.
That said, I might reconsider if it turns out my tech could generate substantially more revenue than my games.
Perhaps should've included the option "No, documenting and making it reasonably user friendly would be too much work." That probably would've ended up being my answer if I was using my own engine, but I had to go with "Can't... commercial engine".
But yeah. I said yes first. Unless it's a commercial game. And even with a commercial game, I'd gut out the graphics and all and just give a basic engine anyways. Because, someone's going to clone it anyways right?
Well, I develop our engine and tools purely for our own needs. Everything will be specific for our own projects, so I cannot see others being interested in using it. Being moddable is definitely an option because our programs 'infrastructure' is build with that in mind.
If I would try to make it broader and more interesting for other developers, I would have to compete with many other great engines and SDK's and I see myself a game developer and not an SDK developer.