I've been developing a “small” engine and an fps game along side it. The game is to insure I'm adding everything I can think of that would be needed to complete the fps game into the engine. The thought had crossed my mind that I might want to open source this fps project as an example of how to use the engine. However, some of the assets I have been using were purchased from places like cgtrader/turbosquid/etc, and are not meant to have the source files (.fbx in this case) distributed freely (obviously as they're how these artists make a living).
Therefore, I am considering my options as to how I might go about open-sourcing the project, and was wondering what others thoughts might be on the below, or if there's an option I might not have considered?
1.) Contract content creators to develop assets specifically for this project knowing they will be releasing the source and that it will be under an open source license - this will be costly to achieve the same level of detail I've found in some of the models from the above mentioned sites (guns for example, you can get a highly detailed version of a glock with full pbr materials for like $30 or less). You might think, “well it's just a demo who cares”, because that's crossed my mind as well, but if the first thing a person sees from the project is something aesthetically pleasing, THEN they see that it's also something they can download and hack around on…they're more likely to check out the project. So while the quality of the assets might not directly correlate to the capabilities of the engine, first impressions are important
2.) Compile the assets into a proprietary format which works only with the engine (this will need to be done down the road for building production releases, but so far I have not implemented, the engine strictly loads .fbx files). However, I'm not sure if this would be appropriate or not, as you would still be distributing the assets freely, just not in a format that could be loaded into blender/maya/etc.
3.) Release a proprietary licensed compiled “Commercial” version and sell for like $1 or something (this wouldn't be a full game, just a vertical slice, thinking about turning it into a revamped e1m1 of doom, something that small). This way people could watch a video of the demo, see the full source (minus the assets), and then if they wanted to purchase the demo, they could have the assets required to compile from source (or use their own assets, but that would eliminate the instant gratification in seeing it work before diving into how it works (you know what I'm talking about, that feeling you get when you find something interesting on github and are able to download it, compile it, and it just works…that feeling))
After having typed this all up, I'm kind of leaning toward option 3. What are your thoughts?