Tuesday, December 30, 2008

Freedom is Fun

Happy festive season to all those who are celebrating, and commiserations to those who are missing out or have not been blessed with a nice Christmas period.



Many thanks to Q for being a custodian of the blog. It would surely have died long ago but for his endeavour and I deeply appreciate his ongoing efforts.




NYC in Sauer


I have a queue of interesting things... like this lovely screenshot of a NYC map for Sauerbraten that pushes the engine's performance.



There was a Christmas release of SuperTuxKart and it's full of goodies. Verison 0.6rc1 (an rc, thusly YMMV) offers (among a lot of new tracks and other improvements) improved physics with skidding, nitro, a better AI, and positional sound effects. Sounds super.



Gearhead2 is now completable as of the latest release, version 0.530, meaning that it is no longer a tech demo but a real live game. It's a futuristic / mech-based graphical roguelike and a very nice one too by all accounts.




UFO:AI Starchaser


I really liked this UFO:AI "Starchaser" interceptor (right). I'm looking forward to 2.3 which should be another impressive release for the project.



Vega Strike has had a lot of speech packs contributed in the last few weeks. To preview them you'll have to head on over to the VS forums (sorry, no direct links). I'm sure this will make the next release of the game more atmospheric. Whilst core development seems a little cool at the moment, the community contributions are as active as ever and I predict an explosive release sometime in 2009 that makes people go, "Wow, that's what open source can do." I also mined this nugget from the Ogre forums when procrastinating the other day (hellcatv is a lead VS dev, VS is prospectively getting ported to OGRE, and that thread is about a feature that looks particularly useful for transitions between space and planetscapes). Yes, that is rumour-mongering, and I'm proud of it!



Scourge is getting nicer lighting, there's a poor quality video on vimeo of it in its infancy (the effects have since improved). There was a bump with the 0.21 release, which got pulled and replaced by 0.21.1, but now that's sorted out development momentum has returned and already 0.22 looks promising.



I don't monitor nearly as many projects as I used to. Are there any other impressive screenshots you guys have seen lately? Any other projects looking promising for nice 2009 releases?

Saturday, December 27, 2008

Plutocracy, Cheese Boys and Goblin Hack 1.16

Cheese Boys breaking the fourth wall
Cheese Boys is a humorous post-apocalyptic action adventure. The current two-level implementation, that features dialog and fighting already contains a lot of strange fourth wall breaking humor (although it is quite different to Fallout's.)



Goblin Hack 1.16
Goblin Hack (GH) 1.16 is now out with new features, including music by Pascal Provost and new level kinds. Apparently there even is an end game level now, which I assume 0.17% of all GH players will reach. (Ever finished Nethack? Not me. :) )



Plutocracy rev 499
Plutocracy is
a multiplayer 3D RTS game focusing on merchant trade and domination by economic means, although warfare and piracy are always an option. The game has a 1600s Caribbean theme, is played on a real globe, and aims to replicate realistic economic transactions.
I fell in love with it's graphical style, which reminds me of Populous III. I haven't had the chance to play it with anybody else and there are no bots, so I can't say anything about playability, besides the fact that it's easy to lose your units out of sight.

Friday, December 19, 2008

DccNiTghtmare 0.3, ASC 2.20

DNT: inspiration source in the shelf

DNT: post-apocalyptic santa
DccNiTghtmare (DNT), the RPG with a dyslexical title, a post-apocalyptic setting and The Sims-like graphics, is 0.3 Versions old (download here).



To my great joy, there are already three solvable quests and a bunch of collectable items. The main thing, however: humor. In your journes you can either choose the light path and install GNU/Linux on the computers you pass by or infect it with the dark force of ruinix. You can actually do this in the latest version. I like where this is going, if this open source/proprietary thing gets implemented well, the game will have completely different playing styles.



Update: 0.3.2 of DNT has been released and it runs! [video] Also check out this DNT tutorial in comic form.



Advanced Strategic Command's latest stable version is 2.2.0. Some of the changes include new terrain and object graphics and changed unit definitions. Unfortunately it won't run on my system for now, so no screens from me this time.

Wednesday, December 17, 2008

Angels Online

Site: http://ao.igg.com/


Angels Online is a free-to-play, 2D MMORPG. The game is available for PC and PlayStation 3.



Character classes:


  • Protector – best tank, can wear plate armor.

  • Warrior - tank with axe, can wear plate armor.

  • Swordman – sword skills, have high damage skills, can wear plate armor.

  • Spearman – have ranged damage, can wear plate armor.

  • Archer – have ranged damage, can wear Leather Armor.

  • Priest – healing spells, defensive spells and assistance spells

  • Summoner – curse spells, summon spells and have the ability to wear Cloth Armor

  • Wizard – destructive spells and have the ability to wear Cloth Armor

  • Magician – earth spells (temptation and transmutability spells), they have somewhat strong melee attack and have the ability to wear Cloth Armor

  • Weapon Craftsman – can forge metal weapons, dig ore, lumber and control robots.


  • Armor Craftsman – can forge lightweight and heavy armor, collect, lumber and control robots.

  • Tailor – can forge mage robes and cloth armor, collect, fist and control robots.

  • Technician – can develop robot accessories, forge ornaments and staves, collect, lumber and control robots.

  • Chef – can make food that improve abilities, collect, fist and control robots.



Angel Lyceum
Angel Lyceum is the place where new characters are spawned. It is the place to learn how to play and to obtain some credits by making simple quests.

Pet System
Pets can assist players in battle, can get experience and level up. Some of the available pets are Wind Elf, Water Elf, Earth Elf, Fire Elf, Wolf.

Mount System
Players can ride different type of mounts – steed, lizard, tusk boar, gerbil, dark wolf, raptor.

PvP & Credit
Angel Credit is the way players are evaluated in Eden. You can obtain credit points by doing quests, crafting or PVP. Players with enough Angel Credit can buy special items and accept certain quests.

Tuesday, December 16, 2008

Late nights and leftovers - Scourge 0.21

Scourge 0.21 is out. It's been optimized and stabilized considerably and now has a full 12 chapter storyline. Each release of Scourge gets closer to being a really good game - there are still a few issues that need addressing such as the character models - and that is reflected in the increasing activity of contributors. Until a year or so ago, Scourge development was mainly a 1 man effort, but 4 people put a lot of work into this release. A new model format (they are looking at [the unfortunately named] assimp for 0.22) and some better character models (think Glestimals, some JCRPG models, and a few of their own) and Scourge will offer some real immersion as well as a platform for creating new Free Software 3D isometric RPGs.



Talking about optimizations, VDrift is getting back on track after a ground-up rewrite to address key weaknesses in the codebase. Most features are now back and working better than before. I'm going to give the SVN version a go, but the vdrift-data check out takes a while. I think I started it 40 minutes ago.



Cube on the iPhone? No, really. Yes, really. Video:





Talking of cube-things, in Sauerbraten land I thought this idea was a good one. The Intensity Engine is a... well, it's ambitious. I won't go into that bit. However it brings procedurally generated content to Sauerbraten and that's pretty awesome. Video:





[i]Oops, forgot to link to the [arguably more interesting] counterpart video which shows how a bit of Python generates the above.[i]



Yo Frankie! Or yo, what's the deal Frankie? I guess when something gets so much hype, the expectations are high. The screenshots look lovely. The game? Well, the BGE version (which came with 0documentation and meant I had to ask in irc how to actually start the game since the Yo Frankie website gives as much info as the 0documentation) performance was terrible and the Crystal Space version I couldn't play because 0launch* is just about the worst way of distributing a game I have ever encountered. All hype and a totally cute techdemo. Good effort though.



* As if web browsers weren't already overburdened, apparently now they should be installers for things too. I hope the next release they at least provide a tar.gz download alternative.



I'm a bit off-radar at the moment with work. Thankfully Q is filling in brilliantly. He's the next-gen Free Gamer dude because he actually does stuff like create videos rather than just linkify interesting things.

Saturday, December 13, 2008

Word War vi 0.24, Daggerwind Scrolls, jClassicRPG music, Yo Frankie! download

Word War vi is now downloadable as version 0.24. I'm having an awfully great time playing it (even if it took me some months to finally get over myself and resolve some dependency problems at first). I especially like how I can use my xbox 360 controller for playing and how it's rumble function is used. Word War vi is the most high-tech retro arcade shooter you can get your hands on right now.



One super thing about it is that development and tweaking is being influenced by player criticism a lot. So for posting feedback on the game, use this thread.



Daggerwind Scrolls
Daggerwind Scrolls is a traditional 1st/3rd person CRPG dungeon crawl game written using C# for Mac OS X. Its a fan based project inspired by 'The Elder Scrolls Daggerfall', Bethesda Softworks 1994.
I haven't given it a try (and won't do as long as there are no for-*nix instructions).



I now count four bigger The Elder Scrolls-related open source projects: Daggerwind Scrolls and DungeonHack (Daggerfall-inspired game projects), OpenMW and The Crystal Scrolls (Morrowind engines).



jClassicRPG's first soundtrack was released on Jamendo. The music was composed by the project's developer and there will be many more track additions in the near future, I presume.



Yo Frankie! logo, in case you missed it ;)

Apricot (aka yofrankie) is now available for download. Is your definition of a video game "video game engine plus media"? I think Yo Frankie! shows that this is not true. :|



Should you download it? Sure, why not? Do it at least for checking out how cool it looks (if your machine can take it) and to watch the video tutorials (if you're into Blender editing at all).

Tuesday, December 9, 2008

Zhu Xian Online

Site: http://www.zhuxian.com/

Zhu Xian Online is a Chinese MMORPG by Beijing Perfect World Co. currently in closed beta. It features cool graphics and fantasy gameplay. Zhu Xian is based on the popular Chinese internet novel by Xiao Ding.



There is a Philippines Closed Beta on http://zxbeta.e-games.com.ph/

Game features:

  • Pets - pets evolve - grow, get new skills, and bring special talisman to their owners.

  • Mounts

  • Talismans

  • Quests
    some quests are for couples, groups and guilds

  • 3D pathing systems

Saturday, December 6, 2008

Warzone 2100 Liberation Day 2008 & Interview

Happy Warzone 2100 Liberation Day! Four years ago Eidos released Warzone 2100 under the GPL (see this announcement).



Warzone 2100 GUI proposal

There has been more progress with the new texturing system, but also a GUI system is in the works (both a library called betawidget and an interface proposal) which looks quite impressive compared to the current look. And hopefully the feel will improve too - there are some small unergonomicalities with how assembling tanks currently works.



Warzone 2100 GUI proposal also
Also read this interview if you want to know more about betawidget (it has SVG support!) and future plans for the project. There's also a German translation available.



The WZ wiki has now a page that explains how people can contribute to improving the wiki. For all the MediaWiki-fetishists out here.



Speaking of MediaWiki and fetishism, there's now a LÖVE wiki. Let's see and hope it brings much use!

Friday, November 28, 2008

Battle for Wesnoth

Site: http://www.wesnoth.org/

Battle for Wesnoth is a free, open-source, turn-based, fantasy, strategy game. Players can build armies recruiting and training warriors from 16 different races. Also the game offers over 200 unit types. My first impression was somewhat confusing but after a while I start to like the strange gameplay.
Battle for Wesnoth tutorial
The Battle for Wesnoth has nice, simple tutorial for the novice players like me. Also the game has localizations for many different languages, not all of them are full but this is a nice surprise for players from different countries to play on their native language. The gameplay is not exactly what people usually expect from this kind of games, but after some time it turns to be rather fascinating. The game offers a vast help for beginners.


There are many different scenarios. Players can download other players’ campaigns or make their own with the available editor.

One of the good parts is the multiplayer game. Players can set up games or join on the existing multiplayer servers.


Battle for Wesnoth
Battle for Wesnoth
Battle for Wesnoth

Tuesday, November 25, 2008

OpenTTD, Simutrans, and Egoboo


OpenTTD OpenGFX


OpenTTD moved a step closer to being a Free Software game with alpha releases of OpenGFX, the "[8bpp] Graphics Replacement Project". There's still a few black boxes ("features") where yet-to-be-replaced buildings should be, but it looks fairly good other than that.




OpenTTD 32bit extra zoom


Of course, this is just the low-resolution replacement that makes OpenTTD fully free, and is not to be confused with the high-resolution graphics work (see screenshot). The more detailed graphics are [unsurprisingly] less further along.



In the meantime, there is a totally Free Software transport game in Simutrans.




Simutrans Pak96 Comic


Pak96 Comic [for Simutrans] looks especially gorgeous. Clean, clear, and consistent graphics mean you can focus on gameplay rather than get distracted by artifacts or areas that are difficult to visually parse. The simplistic style has meant they have been able to rapidly create a large number of graphics with minimal deviation in style. There are different climates zones and architectures. Also it's bigger than the oft-tiny-looking standard pak64 graphics (equivalent to OpenTTD's 8bpp graphics) whilst not oversized like the pak128 (equivalent to OpenTTD's 32bpp graphics) can appear. It's a good balance for the standard resolutions today and fun to play - a better experience IMHO than standard OpenTTD or Simutrans. Download it from here.



Egoboo 2.6.8 has been released (see 2nd post in that thread for the impressive changelog). To quote the homepage on what 2.6.8 brings us:



This release includes a lot of new content, and a lot of bugs have been squashed. It is also -- Macintosh users rejoice -- finally available on all three platforms!


It got extended beta testing and the development seems to be maturing a bit as well. Whilst previous versions have been plagued by long-standing issues, from my observers parapet it would appear they have largely been dealt with. I haven't tried it, but it looks like they have finally fully emerged from the mess that Egoboo once was and it is now a healthy project and a playable game. Congratulations especially to developer Zefz whose determination and dedication have saved the game. Anybody who tries 2.6.8, please post a comment on your experience!



P.S. I'm unable to access the forums currently :-( due to voluntary content restrictions on my Internet connection. However that, in a way, is a good thing. I'm supposed to be programming Fortress, y'see, so now I have less distractions... we'll see how it works out.

Saturday, November 22, 2008

Dungeon crawler action-adventure: Meritous

Meritous: lots of projectiles and no shields

Through Libregamewiki, I found a game that was new for me: Meritous, a real-time dungeon crawler (like Goblin Hack) with strong arcade tendencies.



Meritous's map view
In the game you walk through rooms and fight monsters. These enemies sometimes have multiple forms (and thus need to be killed more than once). You try to avoid the projectiles they shoot at you, while charging your psi circuit, to release a circle shock wave of destruction. Sometimes there are boss fights.



When the enemies are slain, you collect the crystals that they dropped. These can be used to upgrade the speed with which your weapon charges, to decrease it's cool-down time or to strengthen your shield (yes, you have a self-recharging psi shield thingey). Other than the purchasable upgrades, there are free upgrades and permanent bonus-giving artifacts to be found in treasure chests after boss battles.



The impression of the game on me is a very positive one. It has a cyberwizard/cyberpunk style and uses color of the environment and different music to convey information: the redness of the surrounding indicates the danger (amount of enemies) and the music lets you know what part of the map you are currently in. The music palette consists of various funky and/or chill chiptunes.



Also please be warned: because of the addicting attitude of this game, I went to bed at four in the morning yesterday..

Friday, November 21, 2008

Warzone 2100's new terrain

Warzone 2100's new look


Development of new, experimental terrain renderer for Warzone 2100 has started. It blends textures depending on terrain and it looks freaking awesome. For comparison: an example of the old terrain.



Four CGTextures-textures (at 1024x1024 pixels) were kindly permitted to be used under GPL terms. But more are needed. If you happen to have some mad texturing skillz up your sleeves: Warzone 2100 needs you! You can see the current tile sets, that need replacement, here.

Wednesday, November 19, 2008

RPGs, Blood and Puzzles!

Fall of Imiryn r792
Annchienta is an isometric RPG engine. It is being used by the console-style RPG Fall of Imiryn (FoI), created by the same developer. The terrain is kind of 3D while everything else is good old pixel-ish sprites.



So how playable is the game? Well, it has NPCs and enemies, it has end bosses and maps and character levels and skills and spells. There is grinding and there are savepoints. Sounds complete? Oh right, story! It has story too. I don't know how much though, still have to find the right spot to catch some fish first...



EDIT: Oh, I forgot, I made a video recording of FoI, which you might or might not enjoy. Spoiler: I die.



I must admit that because of FoI I will go to bed one hour later than planned. (Is it clear that I'm trying to say that it's interesting enough to waste your time on it? Because I'm tired and not sure my phrase there is 'gettable'. O_o Moving on..)



Lavirinto 3D 0.6.2
Lavirinto 3D is now of version 0.6.2 and completely free: problematic sounds and music have been removed, sources of included library binaries are now included. There's even a WebStart version for people who are too lazy to open a downloaded file!



A reminder: Lavirinto 3D is a fun puzzle game which you should be playing right now if you haven't done so yet!



Putting Blood Frontier's new Carabine to good use
Blood Frontier! Ah, Blood Frontier, now that you have an energy weapon instead of the pistol, a new weapon called 'Carabine' and fun reflecting bullets, you're so much more unique and pleasure!



The reflecting bullets are a real joy! They are like billiard, just even more brutal! Unfortunately the effect is totally out of proportion to the current 'realistic sci-fi' feel of the game and I'm afraid it will be reduced a little or a lot. :|



You will have to get the Subversion version to join the newly added fun by the way. And if you're too lazy to check out the SVN, at least check out some of the screens I made.



Eisenstern inventory
The last jest for tonight is about the yet again awesome development going on Eisenstern-Subversion-side. (Cube2-based RPG, remember? ;) )



In the game you can now buy and sell and equip weapons and armor and spells (as items) and there are some wolves and bears around, which you can kill, so they drop money and re-spawn some minutes later. You get experience points and can level up. A new prototype map allows testing of those new functionalities.



I believe that also the first quest of the game got implemented: you can earn an apple by killing a bandit king! As always, it's so great to see the project becoming more and more of a game. Here's the screenshots link.

Thursday, November 13, 2008

Open Source Game Engines Updates

OGRE 1.6.0 aka Shoggoth is the newest version of the acclaimed 3D engine. I don't understand anything that's on the changelog, but it obviously goes beyond bugfixing and tweaking. :)



There are no recent pre-compiled packages available, so the source way is the way to go, for now.



The Infinity Engine's clone GemRB had some DONEs added to it's TODO, when version 0.3.1 was released a month ago.



OpenMW, an OGRE-based engine for TES3's game data, is now 0.5-versioned. Considering that the project started in this year's june, this number is quite impressive! Does this mean that we will have a final version of OpenMW by the start of 2009's summer? :D



However, animations, interaction and user interface are not yet implemented. Also: check out these videos that show the progress of the engine so far.



cocos2d-iphone is yet another LGPL-ed game framework and you can probably guess the platform it's designed for :). However, freedom freaks will argue that free software can not exist on an iPhone.



Ignoring all that, I find the Video presentation of the engine very spiffy. It demonstrates all the features in a more entertaining way than the raw text listing over here.



The Kambi VRML game engine now contains a demo of Precomputed Radiance Transfer. It has something to do with real-time lighting I think.

Wednesday, November 12, 2008

Eye of the Tiger

I shall be brief, for I am in my briefs, and briefly available to briefly brief you.



Warzone2100 2.1rc1 - the first release to include the original game sound track. Read the announcement and the changelog for more details.



It's like Command and Conquer. Except it's good. See video:





Rising up... mmmmm mmmm... took my time took my chances... aaaah ooo... just a man and his will to survive... nmmmm mmmmm... its the Eye of the Tiger!" Gotta love that track.



There's a new development release of Oolite, the elite-inspired game. Version 1.72 (announcement, changelog) has been a while coming and, as such, contains a long list of fixes. Looks pretty stable to me but *shrugs* not my project.



FreeCol 0.8.0alpha3 - fixes a few bugs, they say.



Vacuum Magic is R-Type style 2D side scrolling shoot 'em up action, and all Free Software. The game topic is a little off beat but the gameplay is pretty neat and there's plenty of levels to play. Check out the video:





Open Octane, announced in the forums, aims to be a fast paced car combat game where you can destroy most things in the game world. You can see the car crashing through trees and fences in the demo below:





It reminds me of another open source game that I can't remember right now as it's late and I have other things to do. I'm sure I'll remember later or somebody will post in the comments the game I'm thinking of...

Sunday, November 9, 2008

LordsAWar! 0.1.3, OpenArena 0.8.1, Commander Stalin 0.9.3


LordsAWar! 0.1.3

LordsAWar! reached an (unstable) 0.1.3 release. After installing some game-uncommon libraries and compiling for half an hour, I expected to move some units around for some turns and stop playing from being bored. But actually, I enjoyed the simple game rules.



LordsAWar! has decent graphics and good music. I like very much that the game cares about the player by providing a 'restore crashed game' button. The game did crash once, but think I shouldn't have started it together with an other app from the same command line and then moved the game window while it was generating a level... :) Actually LordsAWar! makes a stable impression.



The only thing that confused me in some situations is the path finding. Units would walk in a zig-zag pattern instead of straight lines. I think this might be because vertical/horizontal and diagonal movement is equally expensive and that the behavior is not a bug.





After the absence of an official OpenArena release for a while, 0.8.1 was recently uploaded. It weights one map more (+3-2) compared to 0.8.0 and features a new hit sound (one of the most important parts of any Quake-related game).




Commander Stalin 0.9.3

Commander Stalin's latest version, 0.9.3, was released for Windows and Linux systems. It's a RTS that appears to just replace most of Bos Wars' media. There is no single-player campaign unfortunately.



Today I understood what the game's Stalin-theme might be all about: a parody of Red Alert! However, I feel discomfort with the media of the game: for Charles II's sake, half of this CD's audio tracks is distributed with the game! (Yes, someone owns the exclusive copyright on these re-mastered communist songs.)



I agree that the music fits the theme, but such practice is not legal. Nor is it very original.

Thursday, November 6, 2008

On Scourge AI and Widelands


Widelands


A quick one today. Firstly, I forgot to mention Widelands yesterday. A new version, a release candidate for build13, is available for download. The changelog is immense, so it should be large improvement over build12 which, for me, felt a little unpolished. Some of the highlights of build13 are:



  • More stable multiplayer

  • FPS regulation for less CPU usage

  • Improved economy routing

  • Many new sounds

  • Many new graphics and animations especially for the Atlanteans

  • Balancing work for all tribes


Not to harp on too much about Scourge, but I find the recent AI updates fairly fascinating. Developer lordtoran describes the effect of the change to a decision matrix from the crude system that used to be in place before:



Creatures that can't reach a location behave a lot more intelligent now: For example, if a monster can't reach you because you are surrounded by other monsters, it will loiter a bit and then throw a damaging spell or heal someone. When one of your attackers falls, it will engage in melee if there is enough space. I find it quite fascinating how the creatures have a "life of their own" just by using a simple decision matrix.


That sounds better than a lot of commercial game AI - which in general is notoriously bad considering the resources that go into some titles.

Wednesday, November 5, 2008

Sacred 2 - Fallen Angel

Site: http://www.sacred2.com/

Sacred 2 - Fallen Angel is a fantasy RPG from the Sacred series. The action takes place in a massive and dynamic 3D world.
Gameplay:
In Sacred 2 - Fallen Angel there are two playable campaigns - the "Light" side and the "Shadow" side.
Players can choose from six different, playable characters:

  • Seraphim

  • Shadow Warrior

  • High Elf

  • Dryad

  • Inquisitor

  • Temple Guardian


More features:
Modifiable combat skills.
Mounts - players can use horses like in Sacred 1. Also all the characters have a special mount for their needs.

Trailers and Movies:








The Morning After The Night Before

Something important happened last night. Something transformational. Qubodup designed a new forum logo.



:-)



For those that don't follow the planet, which is titled "news" in the link bars ^^, there have been some great game updates lately.




Vega Strike ship: MK32


This update on Vega Strike is a great read with some screenshots of the many gorgeous new models that have gone into the game. They also have a new gallery system since the old one was fairy broken after the Sourceforge web hosting service updates.



Scourge gets plenty of planet-time these days with a (now 7 week strong) weekly update. Over the last few months there's been an AI overhaul, lots of optimization and leak fixing, an item model/artwork overhaul, and lots of miscellaneous small improvements to the game. Short of a nice animation system and character model pipeline (most of the character models are assorted free[ware] md3 models) the game is looking very good indeed. Once better support for animated models (probably using assimp and obj/md5) is tackled, Scourge will be a very strong project indeed and hopefully a few adventure RPG game projects will appear, using Scourge as their base/engine.



Hedgewars 0.9.7 is out. The video is so reminiscent of classic Worms gameplay, it's uncanny. If you swapped the hedgehogs for worms, I wouldn't have known the difference. It looks great and has much stronger multiplayer support in the new version. The artillery clone scene is probably one of the strongest open source game genres with strong competition between Hedgewars, Wormux, Scorched3D and (the more action oriented) Teeworlds, among others.






CGMadness


I was impressed by CGMadness, which has smooth graphics and potentially good gameplay. It like Trackballs but has a nicer feel which is difficult to really quantify. Intriguingly there is CGPortals which promises to take CGMadness and add portals to it - that should be an interesting combination although I didn't try out the early versions.



The number of projects that extend Sauerbraten seems to be growing all the time. From the cubedev blog (another listed on the planet) I came across the Plexus project which looks to take Sauer and turn it into a more flexible game system. They've already implemented a much nicer mouse handling system and the ability to import Dwarf Fortress maps, and more. "Socket level control of Sauerbraten" sounds especially useful, giving developers the freedom to control Sauerbraten from their programming language of choice.



The planet and the forum are great for the FOSS gaming scene as it means that the community can communicate much better with the world around it. It's bad for this blog though because I don't feel the need to post much, but that's good for me since posting used to take up way too much time. These days it's much easier to post too.

Monday, November 3, 2008

Shared open source game media

Free Art Search shared media map

Free Art Search, the svn/cvs/git media tracking application developed by hagish and ghoulsblade, now has an overview over the data that is shared between different projects.



I find this tool very exciting! It shows how open sourcing media does help projects and if it was more detailed, one could see what media-demand exists.

Sunday, October 26, 2008

Brain Workshop 4.1, Epoch and an 'Open Source' vaporware console

Release 4.1 of Brain Workshop introduces some GUI tweaks and a new sound theme (piano notes instead of spoken letters). I finally gave it a try and was able to record sound via recordmydesktop with the help of this config guide.



The rules of the game are: watch and listen and press one button if the same field becomes active as it was n (a number) rounds before or if the same sound appears as it was n rounds before. I'll definitely 'play' this brain-trainer some more. :)





Are you into web-based strategy games? Epoch is an sci-fi/space type one. Development started in 2002 and it is open source.



According to this forum post, Epoch's team is now working on an OGRE-based 3D game with the same setting, but it might take some years.



You might have heard about the "open source", GNU/Linux-based, 250$ EVO Smart Console. Lol. 100% vaporware.

Saturday, October 25, 2008

Blade and Soul

Site: http://bns.plaync.co.kr/

Blade and Soul is a martial-arts MMORPG under development, by the creators of Lineage2 - NCSoft.



Thursday, October 23, 2008

Names, Games, and 150k Wardrobes


Unnamed Game


This as-yet-unnamed side scrolling game project looks awesome. It's open source, art and all, up on Sourceforge in SVN. You can see how beautiful it looks. I guess somebody (what, me?) should encourage them to package up a playable release. For now, it's labelled 'sawk' here on FG - the acronym for it's SF.net listing "Sidescrolling Action With Kid".



Theme Park Builder 3D is an ambitious effort to make a detailed Free Software theme park game. Which sounds great. Not so great is their web presence which centres around the TPB3D.net forum. Only you must register for before you can view it, which makes just casually looking at the development effort basically inconvenient, not to mention how hard it is to peruse. Forums do not good homepages make. They also have a wiki and their sourceforge project which tpb3d.com directs to. The forum refuses to let me back in (complaining that 'freegamer' has non-alphanumeric characters?) after I registered and pointed out this problem. So until things change I'm probably not going to be able to give an update on any TPB3D progress. They do seemed to have designed a lot of flat rides (youtubes) but no roller coasters yet, and certainly nothing close to a playable game. Still, a good one for theme park or Theme Park (I loved that game) enthusiasts.




Bloodmasters


Hey, Windows guys, go download Bloodmasters. Fast, furious fun. It's Free Software and C#. Hey Linux dudes and dudettes, go find some Mono expert to get it ported. I should mention this game more...



Tim "mithro" Ansell from the Thousand Parsec project got in touch recently:



...It is a framework (and games) for
building turn based space empire games. You can find out more at
http://www.thousandparsec.net/

We have recently been part of the Google Summer of Code and have written
up an announcement about the success of the project. You can find that
announcement here -
http://www.thousandparsec.net/tp/news.php/2008-10-16-1400...


In a follow up email he goes on to say:



At the moment I am actively trying to get more people to actually play
Thousand Parsec games. The lack of players is reducing the motivation to
do releases and fix bugs (instead of tinkering with some random
feature). It also means that the quality and quantity of our output can
be quite low.



Thousand Parsec


The thing is, TP is introduced (by him, by the TP website) as a game framework. As a player looking for a game to play, a framework is not that interesting to me. You can play TP, so it is a game, but I think they have a perception problem. For example, Freeciv is a game and a framework. But it's a game first, and then when you get drawn in, you see all the different tilesets and mods. TP needs to sort out it's image and have a default game that is presented first if they want to catch more players. People looking for a framework will find it just as easily.



Qubodup wants to switch off blogger comments - we got some spam lately - and simply have a link to the forum after each post. Opinions welcome.

Wednesday, October 15, 2008

Lunia

Site: http://lunia.ijji.com/

Lunia: Record of Lunia War is a 3D, action arcade MMORPG.

Gameplay
Linia is a little like the old arcade games. It has episodes and stages. You must pass through Stage 1 to 10 at least once before the next episode is unlocked. Completing certain quests can unleash secret stages.

The control over the character is done with the keyboard - the numpad is used for the 8 directional movement control and A, S and Spacebar are used for different attacks.

Characters
Currently there are six available characters:
Sieg - knight, melee character
Eir - healer
Dainn - wizard
Tia - thief
Lime - shape shifter
Dacy - summoner




Eying Eisenstern And Eye Candy

I had a few links collecting that I wanted to get off my chest. Nothing is worse than having a folder full of old links that would have been interesting, but are now out of date. That's a lie, I accidentally drank off-milk this morning - that was worse. Still, I'm digressing!




Eisenstern


Significantly better than off-milk, is the activity burst on the new Eisenstern development effort. Basically the lead Sauer devs, who had been creating Eisenstern as a side project from their work on Sauerbraten, have turned it over to the community. The community has regrouped using Sourceforge and now (with 24 registered team members) it is one of the most active projects on the whole of Sourceforge. Using the rapid collaborative level creation abilities of Sauerbraten as well as all the other features that hard work has delivered over the years, I predict good things for Eisenstern - to finally fulfil that void of a good Free Software single player first person role playing game. Or, if you love acronym overload, a FOSS SP FPS RPG. Or FSFR if you love acronym acronyms. I'm digressing again... it's a bad habit!



The Apricot Project is coming to the final stages of it's effort, and thus the game Yo Frankie! nears it's official release. It looks really, really good. The graphics are fantastic and the gameplay looks fun too. Here's the video:





Blender 2.48 just got released, and it includes many improvements contributed by the Apricot Project during it's development of Yo Frankie!. (That '!' messes with my grammar, but I'll resist the temptation to digress.) It looks like a real boost to the Blender Game Engine as a platform for creating games:



Blender 2.48 includes all the work done on the Blender Game Engine and the Apricot Open Game "Yo Frankie!", with much better functioning game logic editing, character animation, and Blender Material based real-time shaders. And as last minute surprise a Bullet physics update with Softbody support.


Warzone2100 2.1-beta5 came out at the end of September, but I haven't seen it mentioned anywhere. Well \o/ it just got mentioned here! Erm, but, back on topic, WZ 2.1 is approaching "super stableness" which is always a good thing. Check it out if you love your 3D future war RTS games and open source. :-)



And to round off, lately there have been some awesome contributions to Vega Strike. There's some real eye candy to be had here. This alien space base or this massive space ship are two intimidatingly beautiful examples. There's plenty more to be found. (Disclaimer: I may have posted some of this before, I'm a big fan of the project.)



Spread the word! • diggfsdaily

Saturday, October 11, 2008

Open Source Survives Financial Meltdown

There's a few juicy updates to several great Free Software game projects over the last few days. I'm feeling too lazy to grab screenshots though. You'll just have to peruse yourself if you find something interesting.



We'll start with TA:Spring 0.77b3 - Linux and Windows binaries are up for download - with the comment, "After some people have stated that we should release more early and often*, we give you 0.77b3 here." I downloaded and installed it using the generic Linux installer - worked without a hitch - and it looks fan-bloody-tastic. Still, the state of licensing of some of the content is a little unclear - I don't feel reassured that I'm playing a totally Free game although I'm certain some of the mods are Free Software. That doesn't bother me like it might some of the purists out there.



OpenLieroX 0.57_beta8 arrived. Worms and blood and chaotic 2D action. It's a pixel dream.



Open City 0.0.6 beta can be found on Sourceforge. There's no release notice yet on the website but there's plenty of features in it. Open City is a largely unknown open source 3D city building game. It really deserves more attention than it gets IMHO. The fundamental gameplay foundations are already in place and it's a more in-depth game than Lincity[-NG] or Micropolis (aka Sim City classic), but lacks the polish and stability required to make it attract a larger playing community. Every release is a step closer!



Ok, hrm, how about two new [to Free Gamer] projects?



LBA Prequel (project) is a fan-made effort to create a Free game based on the Little Big Adventure universe, a prequel to the original games. The franchise is officially discontinued so unofficial intervention is required. They are taking the work of two previous projects - which partially reverse engineered the original games to create cross platform engines to play them - to create an engine capable of playing the original titles and the game LBA Prequel is essentially a total conversion that uses this engine.



Epic of Thalia is an RPG of the non-MMO variety. Woohoo! MMO has become the new shell suit, for those of us that don't like MMOs. Alas, I digress. The game is in early stages of development and the website is cryptic until you realise you have to click on the 'navigation' button. What is good is that they have an active source repository** and a few concept releases already, which is more than many aspiring projects make. The Epic of Thalia team is, like all good open source projects, looking for contributors.



* I firmly believe it is true: "release early, release often" is the mantra of a successful open source project.



** It's Darcs. Which reminds me of a new DRCS I saw called Fossil - it's an integrated RCS, Wiki, and bug tracking system. Think git meets trac. Anybody tried it yet?



EDIT: Just got emailed that Platinum Arts Sandbox 2.2.4 is out. The project is an attempt to make a version of Sauerbraten that's more kid-friendly and oriented around cooperative content. Lots of new features and there's been work on a Kid Friendly RPG (brainstorming) for it too, check out Cabzilla:



OpenAnno - open source real time economy simulation game

Site: http://openanno.org

OpenAnno is an open source project, aiming to create 2D real time economy simulation strategy game. It is using the FIFE game engine(http://www.fifengine.de/).



Wednesday, October 8, 2008

Introducing: Quake2World


Quake2World skeleton pointing grenade launcher at you

Recently, I became friends with an open source first-person shooter: Quake2World (q2w). As the name indicates, it uses an idTech2-based engine and currently aims to have Quake 2's mechanics.



Although development seems to be centered around graphical features at the moment, the game is sexy and fun. There are no bots so far and only a minimal selection of servers, so you'll have to ask for some company on #quetoo@freenode, which is the community's home.



The project is looking for code and content contributors. The current policy is to allow content licensed under GPL/CC-licenses/Zlib/MIT/WTFPL (although I believe that some of the included content is not compatible with any of these).



Tuesday, October 7, 2008

jClassicRPG's and Howitzer Skirmish's donation histories

While the the tank simulator game Howitzer Skirmish is 300 USD (222 EUR) away from being GPLed, jClassicRPG's developer is getting a donation-funded 42 USD ATi card to fix some ATi-specific problems.



I made a pretty graphic of the donations sum for Howitzer Skirmish over time.







The diagram definitely contains wrong data because of the following two reasons:

  1. Some modern websites have the fetish of using "5 months ago" dates (only some elite sites provide exact dates additionally or simply stick with normal date format where appropriate, it seems)

  2. microPledge is not able to accept two donations from the same person at different points in time. If you donate twice, the first donation will get the sum added to it

Here's the link to the pd-licensed diagram source.



In jClassicRPG's case, it took five hours to reach 130% of the wanted ammount. Timong stated on his blog that the fundraising was an experiment, to show that donation-driven development is possible.



Well, it is. Though maybe not enough to cover the expenses of a non-minimalistic lifestyle.



I hope Howitzer Skrimish will get the 300 USD. And that the possible troubles of microPledge won't destroy the donation progress so far. Now give me money, that's what I want! *sings*



PS: In case you think that Howitzer Skirmish looks like a tech demo and less like a game or in case you weren't content with Stormbaan Coureur; Bram made following statement on the comment section of this post:


once I release my source code, and the community considers it to be a tech demo and not a game, then there will be no pay out. Everybody keeps their money, and Howitzer Skirmish and its data will be GPL.




PPS: What would you pay for? Kiba brought that interesting question up in our forums and I'd love to get more replies to that.


Monday, October 6, 2008

Runes of Magic

Site: http://www.runesofmagic.com/en/index.html
Free-To-Play MMORPG

Runes of Magic is a cool fantasy MMORPG. It is currently in closed beta state, the open beta is announced for 9th Dec 2008.

The action of the game takes place in a magical world called Taborea.

Classes
Runes of Magic features dual class system with six primary classes and selectable secondary class. Available classes are Warrior, Scout, Rogue, Mage, Priest and Knight.

PvP
The player versus player combats are activatable, in the form of duels or guild wars.

More interesting features:
- Crafting system
- Reputation System
- Ranking System
- Great number of quests



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