Showing posts with label dawn. Show all posts
Showing posts with label dawn. Show all posts

Monday, October 25, 2010

Atonement (or Goat's Monthly Post)

Julius' endless poking has sent me over the cliff of post-guilt, fortunately, lots of projects have been jumping up and down for attention of late, so I have quite a bit of content to redeem myself with.

RPGs

OSARE


OSARE showing off powers
Pfunked and recently released an update to the promising OSARE This brings "powers" to the game, the classic Hack 'n Slash abilities that encompass magic, melee and ranged special attacks. No skimping on them here either, intricate systems such as block-counter based attacks and time stopping magic spells definitely differentiate OSARE's powers from the more generic "Do x damage" spells more commonly found. The new powers do bring in a bit of a balance issue though, but such is the nature of RPGs

Dawn RPG


Dawn RPG
Dawn-RPG has also been updating steadily throughout the year; I kind of forgot about the project and should be punished appropriately :P Main recent additions are sound an music (from the illustrious OGA, more on that later), and "characteristics" that diversify its abilities system. Dawn is definitely a project to watch, they are a bit more "traditional" than OSARE in a few ways: Larger amounts of inventory slots and more numerous actions and abilities (albeit more generic in the terms I described earlier), along with quests (although that may be added to OSARE in a future release).

Lips Of Suna


Lips Of Suna
Lips Of Suna hit the 0.1.0 milestone as well, recently. 240 days since the last release means that lots has changed. So much, in fact, that nekotaku didn't even have enough time to list it all, so sorry if I cannot give a concise overview (the game doesn't run on my system because of GFX problems :\). From the screenshots though, one can see that the models have been improved significantly, albeit at the expense of a couple m2 of cloth ;) --edit-- Scratch that, after interrogating nekotaku with a comfy pillow in IRC I managed to pry this out of him "I worked a lot on the graphics engine, as can be seen from it not working :-P I also wrote a new AI, worked on combat, implemented a faction system, a quest system, a crafting system, etc.".

RTSes

Warzone2100


Warzone2100 going BOOM
Warzone 2100 released v3.0-beta1. Another release that keeps its changes close to the heart, it seems that v3 mainly consists of graphical and gameplay improvements and fixes rather than slews of new features. Kick the Goat if you find that his journalistic integrity doesn't meet up to the standards of your average blogger though.

0 A.D


0AD's new Celtic Faction
0AD dropped their second Alpha release "Βελλεροφῶν" (or Bellerophon). Their change log is as beautiful as the game itself; and it had better be after having recently acquired a development manager, and they're always looking for more team members so if check their open positions list and join up if you're man enough. A new faction, gameplay improvements such as fog of war and unit formations, performance improvements... Oh, and victory conditions, sothat you can finally beat your opponent!

Racing

SuperTuxKart

According to my googling, it has been over a year since SuperTuxKart has been mentioned on Freegamer! Scandalous! Anyhow, they recently released Alpha 3 of their 0.7 Irrlicht engine revision, lots of new things has been added like ODE physics and a bunch of new tracks and racers. I'd love to post some screenies/videos, but they're all of the old version. You can find a recent video here, on a German fan site :)

Odds and Ends

Wesnoth Tactics


WTactics wiki
Wesnoth Tactics... Now here's an interesting one, a collectable card game based on the Wesnoth art and universe. Loads of cool art originating from there, which is available at OpenGameArt. The game is also playable on PC using a closed source CCG game client, LackeyCCG, but they plan to produce their own cross platform client in the future. This is a very interesting example of the flexibility of open source settings instead of code; Wesnoth has spawned quite a few shared setting (Or "commundo" as a circa '09 #freegamer channel would have said) games, and hopefully the trend continues

OpenGameArt

Finally, OpenGameArt has received quite a few mentions in this post; they are still alive and very much kicking with quite a few large developments done to the site, namely: Flattr integration, sothat users can recieve micro-donations for their art, and the freeing up of quite a bit of funds for commissions due to serving costs being covered by GameBoom

Tuesday, April 27, 2010

Open Source RPGs coming up: Dawn RPG, OSARE, FreeDink, Hero of Allacrost, FoI

The future FOSS Diablo-and-more-like Open Source Action RPG Engine has an art style which I can approve of. (I do not approve of the Diablo-and-more-like FreeDroid RPG's art style.)
OSARE will be close to feature complete in Fall 2010.
I assume this means that it will be a working action rpg engine with enemies, items and skills, but no plot or story, ready to be turned into a game.

If you feel that you can contribute something matching high quality of this project, check out the tasks page!

Dawn has very nice graphics and a decent demo with items, a fetch quest, enemies and spells. It's hard to beat -- but easy to exploit, due to pathfinding/collision fun stuffs.

Communication seems to work via mailing lists.

There's a little list of things I don't like:
  1. Slow walking speed (needs a run button)
  2. Huge sprite masks/collision boxes
  3. Two very Zelda™/Link®-like looking sprites..

Hero of Allacrost's release policy experiments result to a release early, release often philosophy.

There is a HoA subforum which is visible only to registered users, for discussion of the game's design. I find it irritating that a large part of discussions is hidden from non-registered lurkers, when it might attract participation. I wonder what other's think about such practice, which has also found its place in the DungeonHack project in this subforum, which is used for discussing a mini-plot/'module' called "Spider Forest". Please comment your experiences with partially hiding game dev discussions if you have any.

HoA also has forums that are developer-only, which feels very non-open to me (because it isn't :) ) but on the other hand the project is supposed to be 'closed' in the sense of 'dedicated developers instead of casual contributors'. What do you think about having part of the development hidden unless you 'promise' to become a dedicated developer?

Funnily enough, there are many projects which have 'closed' communication due to the simple fact that there are many users and developers who don't want to use mailing lists (in my opinion they are usually not usable for browsing, google groups should be acceptable for people used to forums, but GNU mailman is horrible in its default state, if you want to have an overview over existing threads.)

Fall of Imiryn: Hardly anything new about it. A few tweaks there and here in the svn.. If someone wants to test this, I'm looking into polishing the game so it can be 'finished' via a 'last' release. It is playable from start to end right now, but might be enhanced with a few content, without breaking any backs or endlessly continuing development. :) (suggestions welcome)

spoilers - tinyogg
The ..weird.. crazy action-RPG Dink Smallwood was released as open source (minus sounds and music) and is being developed as FreeDink.

I will try to spend some time for adding sfx to FreeDink - haven't started yet, even though I have quite the plan. I will use a github repository. Of course anybody is welcome to join in and there's probably nobody working on looking for music to add to FreeDink.

Hopefully there will be a 'full' release without missing audio soon.

Not a game, just an UI thought - gpl/bySa source - base
Let's have a little rant, shall we? X.org (the thing that makes Linux have graphics) often crashes, when a game force-fullscreens on me. This makes a sad qubodup D:. I wish games would have a 'select your video/audio configuration' window before game start or just start in windowed mode. :)

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