Friday, July 31, 2009

AI War 1.011 Released (Free DLC & Player Suggestions)



Arcen Games is pleased to announce the release of AI War: Fleet
Command version 1.011. You can download a trial version
of the game, as well as purchase
a license key
to unlock the full version. If you already have the
game or demo installed, just hit "Check For Updates" inside the game to
get the latest patch.  



More
Free DLC
:

- Several art upgrades -- much more to come in future releases.

- Starships now have various bonuses against force fields, and have
munitions booster ability.

- AI wave logic updated: the relative size of the wave now depends
partly on the time since the last wave.

- AI players now periodically send devastating cross-planet attacks
on difficulty 5 and up.

- All turret health has been greatly increased.

- The network command logic has been completely redone, and is now
significantly more efficient.

- Collision logic improved and sped up, and ships no longer bunch up
so much when moving in large groups.

- Greatly improved ship types: eyebots, shield bearers, deflector
drones, anti-armor ships.

- The build buttons and tech buttons are now organized into columns
as well as rows, making for much easier management.

- AI reinforcement and tactical logic has been made more intelligent
in several ways.

- Force fields are now larger, but shrink in size as they take
damage.

- The minimum system requirements have been lowered thanks to all
the recent performance improvements.

- Fixed issue with the AI thread stalling out in some very specific
late-game circumstances.

- Various other bugfixes.




The above list is just a sampling, however, so be sure to check out the
full release notes to see everything (attached at the end of this post).
More free DLC to hit in a week or so. Enjoy!



Wednesday, July 29, 2009

AI War Comes To GamersGate!

AI War is now available for purchase through the GamersGate platform. Here is
the direct link to the game. GamersGate is a leading digital
distribution platform, with great features such as user reviews and
ratings of games, and no DRM or outside software required. Be sure to
check them out!

Tuesday, July 28, 2009

On Goals: For Love or For Money


ABSTRACT
So why does this
Chris Park guy make games, anyway?  A lot of people have recently been
making comments to the effect that "it's clearly a labor of love, he's
not expecting to get rich off of this."  So this sparked an article
exploring the various motivations of love and money, and why one is so
closely related to the other in many cases.

On Goals: For Love or For Money

Thoughts on Piracy and DRM


ABSTRACT
DRM stinks, but so
does piracy.  This article was sparked by a (thankfully fraudulent)
report that AI War was being massively pirated, and it's a thoughtful
look at issues of both piracy and DRM, and why the latter isn't the
answer to the former.

Thoughts on Piracy and DRM

CaptainD's PC Gaming Blog: First Thoughts On AI War



If you've been looking for a challenging, detailed RTS that will fill
your strategy needs
for a long time, and particularly if you have a few friends who would
want to join you in your
battle against the AI, then this could very well be what you've been
looking for.


- CaptainD,
CaptainD's PC Gaming Blog: First Thoughts

The Wargamer Review of AI War

 On the surface, AI War seems to be a traditional real-time strategy,
not unlike its similar
space-based cousin, Sins of a Solar Empire, with large numbers of
units across huge, mostly
empty, maps. However, this assumption would largely be inaccurate.
Instead, AI War is a rather
novel blend of RTS, tower defense, grand strategy, and, strangely
Warcraft III “creep crawling.”




- Christopher
Beck, The Wargamer

Interview: Stephen Carlyle-Smith aka Me_Programmer

In the second Free Gamer interview - over 2 years since the first with grumbel - serial Free game developer Steven Carlyle-Smith (UK) aka Me_Programmer Games aka Steve16384 was kind enough to take the time to reply in detail to my questions about his development activities.



Steve has created a plethora of Free games over the years. Whilst they have struggled to gain mindshare - usually he moves on at speed to new projects before completing others - there's a lot of content to peruse and I thought his experiences were more than worth tapping for advise to budding game developers. He has created all his games with little or no community help other than occasionally reusing resources from other projects. He also maintains blog on his development efforts which is often witty.



You can ask questions / get support / give feedback for Steve's games in the new FreeGameDev forum for Me_Programmer Games. There you can also find an exhaustive list of his playable game projects, including several not mentioned here.



He is also responsible for coding/creating the site Online Game Planner - which he uses to host his projects - which is a fairly new portal for organizing multiplayer gaming sessions.



The game that originally got my attention was Laser Tactics - previously called Nuclear Graveyard, which he talks about later in the interview. So, without further ado...



The Interview




Q. Please introduce yourself...


I'm a 30-something professional applications programmer, amateur games programmer, married with one child and another on the way.



Q. What do you do for a living?


I work for a small company writing software for businesses. Everything from web applications, social networking sites, VB apps, web filters, stock control software, networking tools, and the odd game. Whatever people will pay for!



Q. What notable games have you created?


I don't think any qualify as notable -- editor is impressed with the humility, some of the games are good they just haven't hit the right public spot yet! -- but these are probably my best:-



Xenogeddon (home)





This is a simple FPS based on Space Hulk, but I'm very pleased at how the graphics turned out. I didn't do any of the models, but overall it captures the Space Hulk imagary quite well. It is small and simple however, and needs a lot more scenery and features adding to keep the player's interest.





Laser Tactics (home)





The less said about the graphics the better, but this is my attempt at making a pseudo-realtime verson of Laser Squad and have tried to recreate the original graphics in 3D. It uses what I think is a unique system where both side's "action points" are replenished in real time which can make for interesting gameplay. I'm also particularly pleased with the AI as well. The overall presentation could do with a damn good polishing though.





Island Commander (home)





This is my most recent game and I'm still working on it, but it's fully playable and I enjoy playing it. I've always liked strategy games, and this one is a simple RTS/RTT where the player builds units and then watches them do battle. I'm interested in games where you only have indirect control. I've got loads of ideas yet to implement, like different races, more unit types, and maybe a better name!



Q. Of your game projects, which is your favourite?


At the moment it's Island Commander, because it's my newest and I still enjoy playing it. I'm probably most proud of Xenogeddon though, in that if someone asked me to show them one of my games, that would be the one.



Q. Excluding your own, what is your favourite open source game?


I don't spend that much time playing games, but the one I used to play the most is Tremulous, probably because it's multi-player with a big player-base. I'm crap at it though.



Q. What games do you play at the moment, FLOSS or commercial?


Definitely FLOSS, as I haven't bought a game since X-Com for the Amiga! My home PC isn't up to playing modern games and I don't have time anyway. I'd much rather be programming games than playing them. When I do play games, it's usually simple but addictive Flash-type games. And if they're very simple, I then have a go at writing my own version.



Q. How did you get into games programming?


Way back in 1984, my dad bought a ZX Spectrum, and the book "First Steps with your Spectrum" to go with it. Ever since then I've been programming, for the Spectrum, Amiga and then PC. I like to think my games have improved since then.



Q. What are your best games programming tips?


Re-use your own code as often as possible. Have something playable as quickly as possible. And use descriptive var/function names. I don't agree with people who dislike verbose var/function names; if you're sharing code with others (or coming back to your own project after a 6 month gap) you need as much description as possible. With tools like code-completion, long names aren't a problem.



Q. What draws you to open source, what is your Free software philosophy?


I particularly like the way that we all provide each other with programming help and actual source code, which enables everyone to learn and produce software much faster than they would be able to otherwise. It's a shame that in the corporate world, when somebody learns something, it's top secret and usually patented. Just think how advanced technology (not just software) might be if everyone shared their knowledge and skills with everyone else.



Q. What are the things to avoid, the things that make FLOSS game
development fail?


The biggest problem is not getting something playable as quickly as possible. Whether its a one-man project or bigger, people soon get bored of discussing and planning everything to death. You need to show yourself and everyone that you are actually doing something practical that is actually possible and progress is being made. There are a million "Status: 1-Planning" projects on Sourceforge as a testament to this.



Q. If you could take one abandoned FLOSS game and restore it's
development (excluding your own titles!) which would it be?


I don't really know any off the top of my head. I sometimes browse Sourceforge to see if there's anything I can help with, but I usually end up with ideas and inspiration to write a game of my own! Unfortunately, trying to understand someone else's source code and designs (especially the larger ones) is often harder than just writing my own project.



Q. What are your future game development plans and which of your games
do you hope to see come to fruition in the near future?


My dream is to have a game (and more importantly, a community) as popular as, say, Starcraft. This is my ultimate (and obviously unattainable) ambition, but if one of my games can get a thousandth of the popularity of that, then I'll be more than pleased!




Steve's Other Game Projects



You can ask questions / get support / give feedback for Steve's games in the new FreeGameDev forum for Me_Programmer Games. There you can also find an exhaustive list of his playable game projects, including several not mentioned here.




Danger Man




HoloRacer


Danger Man (home)


This is my contribution to the saturated market of platformers. It's reasonably complete, but requires more levels designing and it's own set of graphics. It has a few good features though, like different weapons.



Metal Glove Solid (home)


This is a playable but limited version of Gauntlet. The advantage of having this in my repotoire is that if I want to make any other top-down 2D game, I can just start with this. I do that with a lot of my games, meaning I can usually knock something up very quickly. I just need to improve the graphics and create more levels.



HoloRacer (home)


I'm quite pleased with this one, and I sometimes go back and have a quick game. I just wanted to write the fastest racer that I could, and it was my first game using OpenGL. It's deliberately quite simple (in gameplay and graphics) but fun in short bursts. I seem to remember that when I uploaded it to Sourceforge, it got about 200 downloads on the first day. They'v trailed off a bit since then!



Realtime Chaos (home)


This is a remake of "Chaos - The Battle of Wizards" for the Spectrum, where wizards do battle with various spells, but converted into an RTS. I've written countless version of Chaos over the years, but this is by far the least-worst. The only drawback is that it has no AI, so you need at least one other player and a LAN to play a game.



Simwar (home)


This is an RTS in the style of C&C. It's quite simple, and also multi-player/LAN only, but is designed to be quick and fun to play. It has some features like proper line-of-sight (unlike just fog-of-war), so you can only see the enemy if you have a clear view. Prizes for guessing which game the soldier sprites came from!



GTA-MUD (home)


As the name says, this is a MUD. I liked the contemporary setting of GTA, and thought a MUD in the same setting would be a good idea, where you could do anything in a modern-day realistic setting rather than either medeival fantasy or futuristic. It's quite small, but gets about 5 logins a day. It's also quite "adult" in some sections, just like GTA.



Online Game Planner (home)


This is a website I produced. I think this was inspired by me trying to get more players on at the same time on GTA-MUD. The premise is simple - you select an online games that you play, and then organise a session by date and time. Everyone else who has also marked that game as one they play then gets informed of the date and time, so everyone plays the game at the same time. It also hosta a few of my simple applet games. I think I should rename it "MultiplayerGamePlanner".



The Last Word



I'd really like to see Steve polish some of his older games a bit more and be more astute with advertising them. Some of them are very hard to come by unless you go through his blog, so posting announcements/showcase/help-wanted threads in the appropriate forums (starting with the FreeGameDev forums) should increase their visibility.



Xenogeddon looks full of potential and it'd be good to see what people make of it. I don't have functional 3D so couldn't try it myself yet.



Metal Glove Solid could become a popular game if he worked on performance (it was unplayably slow on my graphically-unaccelerated 2ghz laptop) as well as used the better graphics available in the Gauntlet Resurrection thread from the FreeGameDev ideas forum.



There's a lot of projects that he didn't mention because he feels they're not complete enough, e.g. this Shadowfire remake. It makes me curious to know if there's a complete list of Steve's projects anywhere! See update!



Sometimes the life of a Free game developer can feel a bit lonely because of the lack of exposure. Hopefully some of you will go away and try his games and, even if you don't end up playing them for long, at least give some decent feedback so he can work to make them better and increase player retention.



Update: Steve has posted a complete list in the forum. Two games he has made that he didn't mention in the interview but are worthwhile projects are Passenger and Last Remaining. I think he needs a bit of modelling help to really realise the potential of Last Remaining.

Sunday, July 26, 2009

Dragonica - Game Review

Dragonica

Site: http://dragonica.iahgames.com

Dragonica is available in Europe since June, 2009 (Open Beta maybe). The European publishers are gPotato Europe - http://en.dragonica.gpotato.eu/ . In North America Dragonica’s publishers are THQ*ICE with official Dragonica site http://dragonica.thqice.com/web/ .
DragonicaDragonica
Dragonica is a free-to-play, 3D, side-scrolling, MMORPG. It sounds strange, isn’t it? 3D, side-scrolling MMORPG – my first idea was multiplayer, 3D Super Mario.

Gameplay - Arcade style battles
Dragonica gameplayDragonica gameplay
Dragonica features arcade style battles – with combos and keyboard controls. The basics of its gameplay are very easy but like the old arcade games there are many key and hit combinations, special combos and so on. The battles look very cool despite the fact that your first enemies are sheeps, bees and woods. You have a hit that throws the enemy at the camera and breaks your imaginary window/screen. I laughed a lot when I first saw it.
DragonicaDragonica
Quests – you have some bla-bla quests, for some time I started to accept all available quests without even reading what its all about. Maybe it is wrong, but the MMO games become more and more quest oriented. Or I got depressed from so many quests.
DragonicaDragonica

Missions/Mission Map
Dragonica offers special places for fighting or so called mission maps with stronger mobs, better experience and a boss at the end. The first mission map is relatively easy, any class can fight the mobs and the boss alone, but the higher level missions are very intense even for full party(four players).
Some bosses:
Dragonica Boss VagabondDragonica Boss

And the fun:
Dragonica BossDragonica Boss

PVP
Dragonica PVPDragonica PVP


Dragonica Classes
Dragonica
Warriors – The Warriors are the melee characters. They first profession change is at level 20 – they can become Knights or Gladiators. If you select a warrior – you will swing a huge sword for some time. I won’t argue the animation of fighting warrior is very cool. Also they are pretty powerful at the beginning. A bit overpowered maybe.

Magician – they can become Monks or Battlemages.
The Monk is the party healer. Their next profession after reaching level 40 is Priest.
The Battlemage is a damage dealer with weak physical defense. The next profession change at level 40 – Warmage.
Dragonica

Archer – if you like long-range weapons – the Archer is your type. Archers can become Pathfinder (with bow) or Arbalist (with crossbow). The next profession for the Pathfinder is Ranger at level 40. The Arbalists can evolve to Grenadiers. (Yep, Grenadier, have you watched the anime? Cool … eyes)

Dragonica Thief and Archer fighting boss

Thief – your standard thief class with high agility. They can evolve to Jesters (weapon: claws) or Assassins (weapon: katar). I haven’t tried this one yet.

Graphics and overall impression
Dragonica
The in-game graphics and animations are cool and somehow original. I like the sense of humor and the light-weight atmosphere. You have not to engaging fantasy world which is easy to share with friends. I like the sounds, views, impression and the idea, maybe I am a way too childish.
DragonicaDragonicaDragonica


Trailers
Dragonica Cinematic Trailer


Dragonica EU Gameplay Trailer

Wednesday, July 22, 2009

UK Gamer Interview with Chris Park about AI War


UK Gamer interviews Chris Park, the developer of AI
War, about design decisions made in the game, promotion methods for
indie developers, and the future of AI War and Arcen Games.

Read The Interview

Sunday, July 19, 2009

Designing Emergent AI, Part 4: Asymmetrical Goals


ABSTRACT
Continuing the series
of articles about the AI in AI War.  Discusses the controversial
asymmetrical nature of the AI goals versus the player goals.  Discusses
the drawbacks, compares this approach to the approaches used in other
games, and looks at why this approach is viewed as being semantically
"fair" by most players.

Designing Emergent AI, Part 4: Asymmetrical Goals

Saturday, July 18, 2009

techZing 10 - AI War

"Justin and Jason talk with Christopher Park, founder of Arcen Games
and developer of a space-based RTS game called AI War: Fleet Command,
about how he was able to release a sophisticated computer game in under
seven months and create a formidable artificial intelligence in only a
matter of weeks. The discussion also covers the marketing of an
independent game, cooperative game play, multi-threading, optimizing
.NET, LINQ, GPUs, SlimDX and the future of artificial intelligence.
"

Listen to this
podcast on techZing!

Thursday, July 16, 2009

AI War 1.010 Released (Free DLC & Player Suggestions)



Arcen Games is pleased to announce the release of AI War: Fleet
Command version 1.010. You can download a trial version
of the game, as well as purchase
a license key
to unlock the full version. If you already have the
game or demo installed, just hit "Check For Updates" inside the game to
get the latest patch.  



More
Free DLC
: Two new ships, the MLRS Turret III (shown right), and the
Tachyon Missile, have been added. The new turret provides new
high-level defensive options, while the missile reveals for 30 seconds
all ships on the planet at which it detonates.







This release also contains another large batch of improvements, tweaks,
and extensions based on player suggestions.  Here are some of the
highlights:

- Players can now select more than one home planet when starting the
game.

- Energy Reactor efficiency now drops if you cluster too many of
them on the same planet.

- Missile Silos and Missiles are now much less expensive, but
missile detonation always comes with at least a minor AI Progress
increase.

- Screen position, unit selection, and zoom are now remembered when
switching back and forth between planets.

- Right-clicking the planetary summary now cycles through ships,
making them easier to find.

- Most ships that are non-repairable now have a self-regen ability
(including force fields and fortresses).

- Munitions Booster range has been increased, but they now only work
while not moving.

- The attack range of Spiders has been greatly increased, making
them more dangerous.

- The protection range of all force fields is now larger.

- Teleporting ships can now travel through wormholes, but certain
ships are now immune to their attacks.

- Fighters are now more resistant to cruiser shots, making them much
more formidable.

- Mark III Engineers now have teleporting in addition to their
existing other abilities.

- Several new hotkeys, including "Stop Units" (End) and several unit
selection filters (N+0-5, N+8, N+9) .

- Fixed a bug relating to all AI planets on every map having Mark
III force fields, rather than variable levels.

- Several bugfixes relating to space tugs.

- Various other bugfixes.



The above list is just a sampling, however, so be sure to check out the
full release notes to see everything (attached at the end of this post).
It's vacation season around here, so the next batch of free DLC won't
be hitting for another two or three weeks -- but we've got some great
stuff planned, so stay tuned. After that break, we'll be back to our
regular weekly schedule. Enjoy!



Monday, July 13, 2009

0 A.D. Now Open Source



Some breaking, amazing news related to one of the most exciting freeware Free game projects on the indie scene:



What is 0 A.D.?



0 A.D. is a free, cross-platform, under-development, 3D, historically-based, real-time strategy game.



What are you doing?



Switching from a closed development process to open source: making the code available as GPL and the art content available as CC-BY-SA, and encouraging external contributions. We've been working on 0 A.D. in our free time for years, and now we want to show what we've achieved and make it easier for more people to get involved.



How can I get started?



See the Getting Started guide to find more information about the game, forums for discussion, instructions for building and running the game, and links to further details.



For the full announcement, see the dedicated page for explaining why they moved to open source from the closed development model. For more media and information on the game, go to the official 0 A.D. website.





This is, of course, an exciting development. This game has been in production of some form for nearly 8 years, has 150k lines of code in the engine, and hundreds of dedicated (and now shared) models. It will be very interesting to gauge the impact this has on the open source game community. The game itself is not yet complete but it's definitely more than a tech demo, so it will also be interesting to see if the move to open source galvanises the project and gives it the push that it needs to get to a more complete/playable state.

Wednesday, July 8, 2009

AI War 1.009 Released (Free DLC & Player Suggestions)

Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.009. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit "Check For Updates" inside the game to get the latest patch.

 


More Free DLC: In addition to a new Mark III engineer being added, mobile repair station can now build five different variants of space tug, which are very fast ships with tractor beams that can automatically bring ships back to the nearest mobile repair station for healing, then send the ships back into the fray.




This release also contains another large batch of improvements, tweaks, and extensions based on player suggestions.  Here are some of the highlights:

- New ship counts when dragging selection boxes over ship.

- New Team Income display in Galaxy Map Intel Summary.

- New Z+A key combo allows seeing selected ship ranges at mouse cursor.

- F1 key now shows all ship types in planetary summary.

- There is now a visual and auditory warning when any of your command stations are attacked.

- The game now supports cheats.  See the ArcenWiki for a full listing.

- The AI is much more deadly with how it sends its freed ships through wormholes.

- Health bars are now colorized, and now there is an option to show them even in far zoom.

- New ship:  Mark III engineers

- New ships: Mobile Repair Stations can now build 5 different kinds of Space Tug for combat repairs.

- Several efficiency improvements have been added for how the host deals with the AI thread.

- It is now possible to keep playing after a victory/loss, just without score increases.

- If a music stream gets corrupted, it will no longer crash the game.

- Fixed a bug in the prior release with long-range shots aimed at force fields missing.

- The last uses of floating point math have been removed, which helps to avoid desyncs.

- Various other bugfixes.




The above list is just a sampling, however, so be sure to check out the full release notes to see everything (attached at the end of this post).  More free DLC will be heading your way next week. Enjoy!

Friday, July 3, 2009

Berusky, Overgod, and Allegro


Berusky

Berusky - Stuck!


Berusky is a "free logic game". It's a puzzle game of Sokoban-like gameplay with a few extra twists. You have control of up to 5 bugs, and you must collect 5 silver keys on each level before you can exit it. You can push explosives into barrels, and destroy boulders with pick axes that you collect. Throw in one-way gates, coloured gates and coloured keys, and gates for specific colour bugs and there's a lot of potential obstacles and some wickedly tricky levels.



The graphics are nice. There's no music. The game has not been fully translated into English, so some of the level hints (well, most of them) are appearing in Czech(?). And it's bloody hard. As hard as Fish Fillets (Free Gamer review), if not harder. (Interestingly, Fish Fillets is also Czech produced.) I couldn't work out how to beat *the first level on intermediate or the 3rd level on easy. The interface outside of the game isn't that great - using passwords for levels which are easy to forget to note down - it could really do with a Fish Fillets style map.



Update: Ok the first level on intermediate wasn't that hard, I was just being a bit daft... I was looking for a complex solution when (if you look at the screenshot) there was a simple way to finish the level.



Gondola looks curious. A PyWeek game, "Gondola is the ultimate shipping, shape sorting, barge unloading game of all time. Get the right shapes to the right places to score. But be warned: there are only a limited number of islands to build on and longer cables are expensive! Sort wisely to minimize loss." It sounds intriguing and original but I couldn't run it due to some idiotic Linux issues.





Overgod

The other day I stumbled across a game I'd previously enjoyed but forgotten, Overgod. It's a good, solid shoot 'em up which plays well and has polished albeit simple abtract graphics.



Digging a bit, I see that Overgod (2008) is an evolution of Lacewing (2006), which features similar gameplay but the enemies and levels tend to be a bit more basic and is not quite as polished.



Linley Henzell, the author of Overgod and Lacewing, has been busy. Other games include White Butterfly and Garden of Coloured Lights which both looked good although are currently only working on Windows.



Another Linley Henzell game which looks intriguing - but is DOS only! - is Captain Pork's Revenge, a Leiro/Teeworlds style 2D deathmatch game.



The Allegro Depot has a lot more entries than I would have thought, including Open Sonic and Worminator 3.



There's Zelda Classic which is a clone of the original Zelda, as well as a platform for building Zelda-like games.



Worms for Linux! is one that I should add to the Open Source Artillery/Worms Clones article.

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