Showing posts with label mode-singleplayer. Show all posts
Showing posts with label mode-singleplayer. Show all posts

Monday, November 14, 2011

Unknown Horizons 2011.3 Changes and Videolog

Unknown Horizons 2011.3 is out! Features are:


  • Complete settlement AI (details here)
  • Combat and diplomacy system
  • Increase in performance (partially thanks to FIFE)
  • Support for internationalized voices (right now available: de, en, fr)
  • Nine new buildings, one new ship (here are some)
  • New statistic widgets
  • Usability and interface improvements (for example the in-game menu)
  • New maps and a parameters-based map generator
The original announcement is here and some more details about the new features here.




Development is active and they are on the lookout for people to help out or even join:

  • 2D/3D/Animation artists can find some tasks here
  • Naval public domain painting lovers can help by finding some background art
  • Interested in mechanics/story? Share your ideas for catastrophes!
  • Interesting screenshots and videos should be posted here
  • Feedback is needed for this release. It can be shared on the forums or IRC room.

Translators, sound artists, programmers, game designers, writers and voice artists can also help. The get involved  page will let you know how to get started.

Unknown Horizons 2011.3 Screenshot 12
Pioneer and settler buildings


Unknown Horizons 2011.3 Screenshot 11
Shooting pirates


Unknown Horizons 2011.3 Screenshot 9 - Translucent Environment
Translucent environment

Friday, November 11, 2011

Settlers of Catan Rules in Open Source Games (aka Clones, Remakes, Implementations)

Settlers of Catan is a popular board game. In today's terms it can be described as very 'social' thanks to its trade mechanic, which can lead to exploitation, corruption, deception... all that fun stuff.

There are a few open source implementations of the game rules, some of which I mentioned years ago and with two of them being updated recently, I decided to revisit them.

First, a few fun facts in comparable table form, further below you'll find screenshots, impressions and feature lists. Enjoy! If you're looking for somebody to play against, why not try the #freegamer IRC channel? :)

Thanks for hiponboy's (of SumWars fame) help at testing games and collecting data!

GamePlatformActivity© Infringement™ InfringementCompilable?
Pioneers
(pio)
C, GTK+activeHex-tiles look suspiciousNone foundYes (./configure && make)
Java Settlers of Catan
(jsettlers2)
JavaactiveYes ("Gorillaz" character portrait file in resources)Yes ("Settlers of Catan")Yes (ant)
Cities3DC/C++, openGL6 months agoNone foundNone foundNo (./configure error)
Solitaire Settlers of Catan
(solitairecatan)
Java3 years agoYes (original Catan card images)Yes ("Settlers of Catan")No (ant error)
jCatanoJava5 years agoNone foundPossibly ("Catan")Yes (ant)
GL CatanC/C++, openGL5 years agoYes (original Catan card images)Possibly ("Catan")No (source not found)
Java Settlers of Catan
(javasettlers)
Java6 years agoNone foundYes ("Settlers of Catan")No (instructions missing)
Nettlers of Catan
(nettlers)
C/C++7 years agoNone foundPossibly ("_ettlers of Catan")No (not ported to Linux)


In the table I pointed out copyright and trademark infringement, which according to this article created problems for SoC clones in the past.

I encourage project maintainers to check whether all assets are openly licensed, credited and legal and distance themselves from the Settlers of Catan trademark to avoid confusion.

Pioneers


Pioneers is feature-loaded and is configurable in content (maps), look (theme) and gameplay (rules).

Features: Various boards, Seafarers mode available, network multiplayer or single-player, one AI level, map editor, complex trade (not sure if it's possible to trade multiple vs multiple resources though), few custom rules, themes


Java Settlers of Catan (JSettlers2)


JSettlers2 nice to play with complex trade, although offers can be confusing and widgets can't be resized individually.

Another drawback is the apparently forced slowness of the AI. On the other hand the AI sometimes offers trade, which makes it stand out from the trade-passive AI of the other games.

Features: Board for 4/6 players, network multiplayer or single-player, one AI level, complex trade, few custom rules

My suggestion for a hopefully non-infringing name change: "Builders of Javatan"

By the way, I was inspired to create a little tile set for JSettlers2.


Cities3D


Cities3D looks great and feels great but needs a developer/maintainer.

Unfortunately FMOD is used for sound, which renders the game non-free.

Features: Various boards, Seafarers mode available, network multiplayer only, complex trade, polished UI, sounds


Solitaire Settlers of Catan


Solitaire Settlers of Catan has a nice look and a clear trade interface (although unfortunately only simple trade is possible).

Features: Board for 4/6 players, single-player only, different AI levels, simple trade, additional Volcano scenario

jCatano


jCatano has a non-intuitive interface and is a bit of a pain to play with for example no resource icons and impossible action buttons not being grayed out.

Features: Board for 4 players only, network multiplayer only, no harbors, no trade between players, unpolished UI

GL Catan


As long as source code is missing, GL Catan can be considered proprietary software.

Features: Custom board size, single-player only, different AI levels, savegames, map editor, no trade with AI, points to win can be set


Java Settlers of Catan (javasettlers)


Javasettlers is not playable.

Features: Javasettlers is a techdemo of board rendering and building placement.


Nettlers of Catan (nettlers)


Nettlers' advantage is its shortcut-driven interface and minimal UI.

Features: Custom board size, Seafarers mode only, multi-player only, complex trade, shortcut-driven interface

Note about features: "complex trade" means that "I will trade 2 wool and 1 wood against 1 iron" is possible with other players, "simple trade" means only "1 resource for 1" resource trade is possible.

Tuesday, November 8, 2011

Trigger Rally 0.6.0


Testing Trigger's Physics [source video]

Trigger Rally 0.6.0 for Linux (source portable) brings following new features:
  • New (and old) contributed tracks and events
  • New Practice Mode
  • Paging on the Single Races screen to show all the available tracks
  • Option to show speedometer in KPH or MPH
  • Option to show digital speed on the speed dial ('hybrid' style)
  • Fading track comment and GO at race start
  • Freezing course time when passing through a checkpoint
  • Tweak menu colors for more contrast


PS: If I understand this tweet correctly, this means high-quality motor, drift and crash sounds for Speed Dreams that hopefully will also be usable in Trigger, SuperTuxKart and other racing games.

Sunday, November 6, 2011

Phlipple - Unique 3D Puzzle

Phlipple

Phlipple is an original puzzle game which could be useful for training thinking in 3D.

It's available for Linux and Windows with 50 levels and there is a 100-level version for Android (EUR 1.70 / USD 2.30) and iOS (was it taken down? License drama senses tingling!).

I don't know anything about the availability/license of the build instructions/scripts for the portable platforms and of the additional level files but assume they are closed.

Phlipple is by Remigiusz 'mal1ce' Dybka, who also made Zaz (including a [proprietary?] version for Android).

Monday, October 3, 2011

GunFu Deadlands 1.01: Performance Up!

GunFu Deadlands title screen

GunFu Deadlands, a quick, atmospheric retro keys+mouse top-down shooter for Win/Osx/Lin has been updated (1.01) to run with LÖVE 0.7.2 and the development codebase moved from Subversion to Git.

The game plays perfectly fine on a ASUS EeePC 1000H netbook running Arch Linux 32bit. A previous version (don't remember which) was extremely slowly. I can't tell whether the playable speed is thanks to improvements of GFD, love2d or perhaps the drivers for my netbook but if you've had performance trouble with the game in the past, try again!

Note: if you get shot in the title screen and start the game before respawning, you will be able to walk through walls.

This is the first update of GunFu Deadlands since the 1.0 release 22 months ago.


By the way, did you know that GunFu Deadlands is one of the 250 Indie Games You Must Play?

PS: I got word from the developer about the performance increase:


Just for your interest, I made some measurements and it seems that the speed increase is indeed dramatic: 55% faster.

I computed the mean FPS rate by measuring the time it takes to render 1000 frames in-game and dividing 1000 by this number. The formula (FPS_faster_version - FPS_slower_version) / FPS_slower_version is what produced this 55%.

Saturday, October 1, 2011

Summer Shorts #3

"Summer?" you ask? Well.. I'ts warm in Berlin.*
Also a warning: this article is 80% development, 31.5% art and 18% games.

Cross-language forums so far

FreeGameDev Forums now have Spanish and Swedish/Danish/Norwegian subforums. Should we add some more? Read this then write here.

OpenClonk old and new terrain rendering

The 2.0 OpenClonk release brings higher resolution for the terrain, which makes the game look a lot better. Read the full changelog here.


Blendswap entries. Amazing.


Check out the Blendswap Military Vehicles Contest entries:

I'm amazed. But that's just me. I have a thing for mechs. Alot even.

WebGL lessons. Freely licensed too.

Did anybody know of these CC-BY-SA-licensed WebGL tutorials? This dog told me about them.

"Hacking" 8-hour prototypes: Hubwar and Nodehack

* Speaking of Berlin, Germany. There was a little game dev jam in Berlin . Two of the prototypes are open source! (Hubwar and Nodehack)

Saturday, September 17, 2011

Adamant Armor Affection Adventure (and more) open sourced

Adamant Armor Affection Adventure

The quadruple-A block-style story-based, sneaky-action pandora game Adamant Armor Affection Adventure is now GPLed. Along with it some other games for that platform by the same author (AAA for one [video]) were open sourced.

Sources can be downloaded here (AAAA) and here (other games).

 

 Much more info about the releases along with some internet drama history can be read in this post.

I'm not sure about the assets and their license, there seem to be none included in the tarballs.

/me requesting Linux desktop ports

Sunday, September 11, 2011

Summer Shorts 2 + Screens

Unknown Horizons Player Scores...

gscai of the real-time colony building simulation Unknown horizons wrote a short player-view summary of how the game's artificial intelligence works.

libtcod's project browser filter

libtcod, an advanced toolkit for roguelikes now has an online browser for projects using it that allows to apply filters.

Tactical battle in Hale

I stumbled over Hale, an RPG described as having "deep tactical combat system and storyline".

The project seems to use freely licensed assets, which is a great. I hope that the GUI will receive a makeover (using a pastel background color and killing the 1995'ish 3d button/border look does wonders).

Example sound visualization at Freesound 2.0

Freesound went 2.0! CC-BY and CC0 as license options! (Unfortunately CC-BY-NC as well). Sampling+ remains for legacy sounds where authors have not switched to a modern license. Read the announcement here.

Quadruped in Xonotic

Xonotic 0.5 brings new maps, vehicles and multi-language support. Many more details can be found in their annoucnement post.

Friday, September 9, 2011

Wazzal (dx8 game) open sourced!

Wazzal in space

Wazzal is a single-player role-playing space trading and combat game that features a compact plot, ship-boarding mini-fights and allows to switch control between ships during team battles.


The recently open sourced game was made by Ville Mönkkönen of Instant Kingdom (IK). He is responsible for excellent freeware games including Notrium and is currently working on a for-pay top-down fantasy RPG.


IK community member Amarth shared some insight about what it would take to make Wazzal run on modern operating systems:
It will be a lot of work. DirectX calls (Windows only) are sprinkled all around the code. Then there are some references to the win32 api, though not many when compared with the DX ones. There are probably also some non-standard C++ Visual Studio-only things going on, but that shouldn't be too hard to fix either. DirectX is the big problem here.It also needs to be done, because Wazzal is written with the DirectX 8 library, which seems to be no longer supported in any way by Microsoft.

It's positively impossible to find the headers and libraries needed to compile this at Microsoft. I haven't tried other locations yet. It's probably not impossible to find, but who knows how well supported old libraries will be on newer versions of Windows...
The license for both code and assets is a very permissive one and likely to be compatible with MIT/zlib/3-BSD (and CC-BY for assets):
10 You are allowed to use the game source files and the included resource files in any way you wish, I only ask that you retain this license and credit me.

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