Starfall 3

Thứ Hai, 16 tháng 8, 2010

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O A.D. Alpha 1 Argonaut

Fresh from our forums come the news that the first playable (multi-player only) alpha of O A.D. has been released!


It features "aggressive units that attack enemies on sight, lifelike animals that escape danger, two new maps, in-game multiplayer chat and much more"! Check their release news for more details and instructions how to install.

As always this gem of a game is looking for helping hands, so join them now and become part of FOSS gaming history!



P.S.: I will be looking into playing some MP FreeGamer matches with this release, so head over to our forums and discuss when and how!

Chủ Nhật, 15 tháng 8, 2010

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RTCW and ET open-sourced

You probably heard it before elsewhere, but I was waiting for some actual developments to occur instead of making yet another "yay! source release!!!" blog entry ;)

Anyways... the kind people over at id software have decided to release the source code of this two awesome games under the GPLv3.





The guys behind the engine improvements of Quake3, IoQuake3 have already a source repository running and you can expect them to merge all the nice stuff from their Quake3 version into it soon (like in-game VOIP and 3D sound).

XReal goes Wolf:ET

Not really surprising news (due to the long silence of the project), but XReal the game is dead :( But don't worry too much since the main developer will now focus on getting all the awesome engine features into their version of Wolf:ET!

They even got a nice (but older) video along with that announcement showing what kind of ET like environments are possible with XReal:





Last but now least I have asked the guys behind the XReal powered WW2 FPS featured in the last blog post, if the ET source release would effect their plans...check the thread on their message-boards here. Would be for sure awesome if they would decide to make a super awesome Wolf:ET instead :)

Thứ Tư, 11 tháng 8, 2010

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Quake2 engine day ;)

Ok, today I have quite a lot of stuff, and its all Quake2 related :p Believe it or not Quake2 is alive and kicking... and its engine is featuring some of the very best open-source games!

For those who might have missed it: AlienArena 7.45 has been released recently and the release makes an already solid game even more awesome ;)


Further more the UFO:AI team is making some great progress after their highly acclaimed 2.3 release two months ago. Besides a a lot smaller changes, various new sounds have been added since then and the rockets got a nice new explosion effect:



Kaaaboom!


Oh and maybe this is of interest for some of you (personally I never really understood the need for it though): War§ow can now be played in a browser window via a Firefox plugin! Check out their development blog for more details.




Yet another 3D adventure game



A rather interesting Project I was unaware of until recently is Ya3Dag. It has quite a lot of rather unique features not found in any of the other Quake2 engine enhancements, like a in-game level editor (!), advanced terrain rendering, day and night cycles and maybe most interestingly a full Bullet physics integration! The developer of AlienArena showed some interest in the latter already, and I think the level editor and the day and night cycles would make a perfect fit for the Ufo:AI game!

Screenshot from Ya3Dag


Check out more screenshots and some videos here!


But lets talk about the actual game. Ya3Dag is aiming to become a single player adventure game (engine) where you play a poor legless pirate ;) It is already playable to a certain extent, but currently there is only a Windows version available (it works well with WINE though).


I quickly send an email to the developer to ask him about this and some other things regarding the media license and future development: Currently he does not have any plans for porting the game to other platforms, but he is open to other contributors. So, if some people are interested in collaboration it might make sense to set up a proper source repository and such (e.g. a sf.net site). Furthermore he does have plans about replacing all artworks with really free/FOSS ones (Yay!), but currently the project is still far from reaching this goal.



Overdose is looking for help



Overdose was a more controversial title in the past (un-free media and plans to keep the code closed), but at least the source code is available now (or at least should be soon *scratches head* as I was unable to actually locate a download link) and IMHO it is the most advanced Quake2 based engine by the looks:



Recently they have put out a call for help (especially for artists) so maybe you feel like contributing to a really ambitious project? They specifically state that you don't need to be perfect in modeling etc... someone with a good base knowledge and willingness to improve is very welcome! Check out their FAQ if you want to know more about the project.



A small treat at the end!


Ok this is something I just happened to stumble across in the Overdose forum. It's a pretty young project called "Axis Revenge" (name subject to change) currently working with the Xreal Quake3 Engine, but due to various problems with it might change to the Overdose engine (or the UDK, nooooo :( ).

Awesome player model WIP


The rest of the project description sounds awesome too: Alternative history (after WW2) and game-play similar to Wolfenstein: Enemy Territory? Sign me up! But check out their website, and this thread for more awesome pictures! Oh and did I mention that they are looking for help too?

Thứ Hai, 9 tháng 8, 2010

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Some Free, Open Source Puzzle Games


Flipout


Can you imagine what a mix between a Pin-Ball machine, a physics simulator and a breakout clone would look like? Well your wildest dreams have been answered! Check this out:

Flipout
The game Flipout combines all this, and is a very challenging game in addition (didn't manage to even complete the first level :( ). But try it yourself ;)

Mechanical Tower


Another pretty interesting game by the same author is Mechanical Tower, a self described tower defense game: "but instead of defending with towers, you defend in a tower, with traps"

Mechanical Tower
Again the skill level required is quite high... but maybe I am just very bad in puzzle games :p

Jumpman

Another already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be based on it:


Interested? Well it is pretty hard also :( But don't get discouraged and download it here. Licensing is a bit unclear though... seems to be MIT like, but don't quote me on that ;)

Thứ Tư, 4 tháng 8, 2010

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Two weeks?

Has it really been that long since the last post here? I'd better contribute before tumble weed hits the front page.



Egoboo 2.8.0 has been released (download + changelog). The Egoboo team stress this is an unstable release, that it hasn't yet seen the kind of testing they would like it to have, but it is "biggest release Egoboo has ever had" so it is good news for the project.





Which got me thinking of the successor to Egoboo, SoulFu. Now, this project has had a rocky history. The author released it as "niceware" (some silly 'you agree to be nice to dogs' license) to prevent forks, but that just meant nobody really got involved. Amazed at the lack of help, along with some criticisms he didn't approve of, he threw his arms up and left the project in a huff.



Some years passed by.



Keen people started to get involved (screenshots!) and it seems it is moving again, albeit hampered by the loss of a domain name and forced to move to a new (crappy free-) forum.



Whether it gets fully rejuvenated and released under a real Free license remains to be seen.



At the end of June, VDrift got a major update. The changes are huge, including a rewritten physics engine that fixes many bugs, improves performance, and vastly improves simulation accuracy, new deferred rendering engine that supports normal maps, true HDR rendering, screen-space ambient occlusion, and soft particles, meshes for brake rotors, better wheel and tire meshes, bugfixes and tweaks to control input management, and new sounds.





Every now and again, somebody comes along and takes a Free game project and does something with it that makes you think "wow" and "that's why Free is cool". That applies to this guy porting VDrift to use OGRE. He wanted a stunt car racer game, he liked VDrift's design and physics but wanted to graphical options presented by OGRE, so he knocked up this rather awesome looking hybrid:





How cool is that? Anyway, find out more at the (surely tentatively named) VDrift-OGRE project.

Thứ Ba, 20 tháng 7, 2010

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Assorted FPS news

Lets start with the big news for today :)

A new version of Cube2:Sauerbraten was released today: Justice Edition!

Changes include two new player-models, 30 new maps, a mini radar and the new hold and efficiency game modes. For a full change log click here.



The blue base!


The new game mode "efficiency" gives you a set amount of ammunition and all weapons, and you can only "reload" when re-spawning and in the "hold" mode you get points when holding the flag for 30 seconds for your team



Upcoming changes in AlienArena

In this other open-source online arena FPS (sadly also with un-free media) some major changes in the rendering engine have been announced recently. Version 7.45 will include the new IQM skeletal animation format, which speeds up and increases the rendering quality tremendously on all somewhat new GPUs!

Furthermore changes to the shadowing code have been made:



Improved self shadowing

Edit (07/29/2010): 7.45 was released today, get it here.

ZeroBallistics completely FOSS???



Ok maybe I am jumping the gun here, but this interesting post has recently appeared on the Phoronix message-boards. It seems like the former commercial indi game Zero Ballistics (an unrealistic tank battle multiplayer game with pretty sweet graphics) has gone completely FOSS (GPL including the media and even the .blend model source files).



Details are a bit shady, as there was a post on the currently offline webpage about ZB going to be released for "free", but no mention of the exact licensing. However now a complete repository has appeared on the Sourceforge page (tagged as GPL), so speculations are that it is completely FOSS!

We are currently trying to confirm this with the authors listed at the sf.net page, but so far there was no response :( But lets wait and see!

Edit (07/29/2010): I can now confirm that ZeroBallistics is indeed completely FOSS :) Stay tuned for a more in depth preview here on FreeGamer.

Thứ Tư, 14 tháng 7, 2010

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Convergent evolution?

Today we have a small biology lesson ;)
Have a look at this screenshot:


A nice warehouse



TeamFortress2, right? Well WRONG ;) It is actually a screenshot from one of the maps from the upcoming War§ow 0.55 release!


War§ow is a open-source game based on the updated Quake2 engine QFusion, and has already seen some quite successful previous releases. They focus on a fast, e-sports style game play and their general art direction is a pretty nice cell-shaded comic world.

Lately their their style has been for sure party influenced by TeamFortress2 however, which at least in my opinion is not a bad thing :) For a whole bunch of other screenshots and an update on what else you can expect from the new version, check out their newest blog post here. Overall there will be some pretty nice improvements, and probably a significant performance increase with VBO integration into the engine.


But maybe most interestingly, they will also include a new game play mode, Capture the Flag: Tactics. And guess what? It will be a class based team CTF, with turrets and ammo dispensers. Sounds familiar right? :p

Say Hello to Mr. Turret


Sadly I have to mention though that the art content of War§ow is completely unfree, and its development team shows a general lack of interest in the idea of FOSS... Yes the engine source code is available, but probably only because it is GPL and therefore has to be.
Second lesson for today, kids: GPL is good, mkay?

Chủ Nhật, 11 tháng 7, 2010

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Strap-on-bomb Car: One-Button Mini-Racing game

Str.. Bomb Car!

Awesome! A one-button mini car racing game where you have to blow up your car in the most hilarious way thinkable!
No wait, that's not right. It's actually a time trial game but this kid [tinyogg] figured out what's most fun to do!

So you use the space bar to make the car either turn left or right but for whatever reason there is a bomb, where a bumper should be. Get it here in a .zip for OSX/Win/Lin32&64/src if your computer can run 3D games!

Both game content and source code are GPL-licensed. Only exception is the soundtrack: one track is BY-SA (good), one NoDerivs (bad) and one has no license (bad). DarkPlaces is the engine used by the game. Urre made Bomb Car and if I understand correctly, he is part of Kot in Action, who are currently working on the top-down shooter Steel Storm using the DarkPlaces engine. Not sure what their plan for licensing is.


And yeah. We all agree that the name is funny. Shut up. :P At least it's not "open bomb car". (Speaking of weird names: while "kot" means "cat" in Polish and Russian, it means something different in German.)

Thứ Sáu, 9 tháng 7, 2010

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Deep Adventure GPLed, Pretty HTML5 Pong, Red Eclipse Status

Feeling random! Bullets! Colors! (Sun does that to you! Don't go outside! Stay inside and make open source games!)

  • Country of Origin is now GPLed
    You are in a computer game in which you have to find the essence of time and space.
    You could be tempted to think this quest is in vain, because you think that questions are more important than answers. But you are in a computer game.
    Games have solutions for they consist of puzzles. And as Thomas Kuhn says, although intrinsic value is no prerequisite for a puzzle, the assured existence of a solution is!
    Country of Origin
  • Web Mega Pong is GPLed, non-forgiving and pretty to look at!
    Web Mega Pong
  • I like Red Eclipse a_lot. I recorded a_lot of gameplay videos. The levels look great!
    Last time I asked, they were aiming for "Sportsy Sci-Fi" and BY-SA-compatible licensed art. Currently the (player/weapon model) style is retro-simple and there are a few non-free licensed assets in the repository. The map style is: cool. :)
    In my humble opinion, the simple/retro look of the players makes me tolerate/not notice the bot's occasional failures. Something about uncanny valley.
    One amazing thing about Red Eclipse is, that each time a new SVN commit gets committed, the official server updates automatically and you can only play using the latest SVN!
    Red Eclipse

Thứ Bảy, 3 tháng 7, 2010

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MegaGlest 3.3.5 Pre-release special!

A new version of MegaGlest will be released sometime today! Once it is head over here to download it! A short changelog can be found here.


MegaGlest is a relatively recent fork of the quite well known FOSS Game Glest, which ceased development some time back. Now that Megaglest has taken up the development, things have advanced quite quickly (in contrast to the other promising Glest fork GAE) and Glest now finally has the long deserved cross platform multiplayer and a proper master-server with a games lobby! Furthermore Megaglest includes all the factions known from the Megapack before, bumping the total number up to 6.


And believe it or not, qudobup and me tried to play a round (extreme n00b alert :D ), which we recored and commented here:




All done with Free software by the way :D (MegaGlest, glc, Audacity, PiTiVi and Mumble)!


Interview with the Megaglest team



For this Megaglest special we are also lucky to had the chance to make a short interview with the two main heads behind this Glest fork.



FreeGamer: For a start, could you please give us a short introduction into your team structure and what your motivation was to fork Glest in order to make Megaglest?


titi: Well teamstructure is... I started and Softcoder joined :) I have been working on glest mods for 2 years now because I like the game and there was so little content available back then. For Megaglest I also do some programming, but Softcoder writes more of the code than me.


Softcoder: But we also have contributions from time to time from others (like the GAE team).


titi: Concerning our motivation, I think we both work on glest because our kids like it :) Right from the start my children were involved in Glest modding. For example my son made nice tileset and helped me with my first mods; especially the Indians (as in native north Americans / the editor ;) ) we made as a coop production!


Softcoder: Yes titi & family are the heart of the community! But my boys also made a number of factions. Elimnator and Tiger are big into mods, and call their mods vbros packs :)


FreeGamer: Interesting to see that FOSS game development can really work as a family hobby! Not really the typical cliche of the lonely bed-room programmer in his teens ;)
But lets move on to the next question: Glest is for sure heavily influenced by Blizzard's Warcraft3, and thus caters to a similar type of gamer. Have you though about bringing some of the popular elements from that game over to Megaglest? Examples would be hero units, and of course the later added game-play modes like DOTA and Tower Defense.


titi: I think we both don't even know Warcraft3 :) I didn't played many RTS games up to now... well I think I played something called Dune2 on the Amiga before ;) Actually I'm more a FPS player.


Softcoder: I'm not a gamer at all. But yeah, the forums are filled with people who ask for features from those games. In short we will therefore likely bring lots of features that people like from there into MG.


titi: Personally however, I don't like all this special hero feature people talk about. Things get too complicated with this, and I think these heroes kill the usual RTS fun. But there are some fun ideas we will follow for sure :) But I see Glest as its own game; I don't want to build a Warcraft clone.
Concerning DOTA, well I guess HON is much better then we can ever be :) But there are mods who do this and when they grow we will support them if it fits to the game itself. Right now we have the current RTS game type in focus, however.


FreeGamer: Ok next question: Megaglest seems to have evolved out of a number of independent factions and tile sets, so the overall game design is lacking a bit. Are there plans to take a more "tighter grip" in order to get the balancing etc. right? Or do you consider Megaglest more of a "playground" and let someone else develop a "pro-mod" for balanced multiplayer?


Softcoder: I think the answer is a challenge of the community and the age groups. Many young people are working on techs, factions, maps etc, but we might need to be more careful to keep "themes" together. So we try to only allow consistent content as part of the shipped product.


titi: Well there are the Tech and Magic factions from the original glest, but the rest was basically made by me. It is something what I called Megapack before. But I learned more while doing this and so they look a bit different :)


FreeGamer: What I actually meant was not the art style but the game balancing and game design. Are there plans to restructure the factions, maybe limit them to 3 or so to be able to get balancing right?


titi: I think the balancing is quite good! Ok, some are better some are not so good, but thats like the players. It is meant like that, good players choose bad factions bad players choose good factions. But what's good or bad depends on the map too!
But I discuss with others in the forums and hear what they say... especially beginners always say this or that faction is too good, but after a while they often come to the conclusion thats its not as they thought :p


Softcoder: I also think the base MG install has that, e.g. a core game-play with good balancing. It is the add-ons etc... that create the "playground".


titi: But for me competitive game-play is also not really the focus. I want to make a game thats fun to play, not competitive! Especially coop gaming against the computer is a big part of the fun playing MG.


FreeGamer: Ok lets move on: With the current release focusing on getting the multiplayer working correctly (and hopefully getting a big enough online player-base), what are your future plans regarding the single-player part? Do you plan on implementing a campaign editor in the already much improved level editor?


titi: Well for me the next focus are graphical improvements. We need better terrain splatting (made by the gfx card), more lights and so on. And we will start to put in lots of new features once we proofed to be stable in multiplayer :)


Softcoder: I think its hard to answer! There are TONS of great ideas in the community, we will talk with our community and see what things are most desired. My focus is more for making my boys happy :) We want MG to be 'mega-fun'!


FreeGamer: Ok so what about editing & modding? Right now the units are rather limited in their special abilities. Do you think stuff like (air) transporters, non attack magic spells, stealth mode etc. (insert other cool units features from Starcraft/Warcraft) could be easily implemented? Or is that already possible with scripting, but not done yet?


titi: I wrote so many wiki entries , made so many forum posts to let people know how to mod glest, I think its quite easy now. The special unit abilities not implemented yet however, but when we think it is fun we will think how hard it is to do and then we do it :)


Softcoder: We plan to add many things like this, but slowly so that we don't lose stability and keep people happy. One example... we added better network play, masterserver AND cross platform play all in this last round of beta! That was TOO MUCH! But things will get done (faster if we have more help) just at its proper pace.


FreeGamer: We already had some remarks on the technical side of things, but lets get back to that again: The Glest engine sure looks a bit dated by today's standards... do you have plans to upgrade the graphics engine to support shaders and such?


Softcoder: Yikes! We agree with you! But I think we have to give hats off to Martino and the rest of the original Glest team that a game written in 2005 still is acceptable today!


titi: We need more speed and many of these features will bring us better speed and better graphics, since the GPU will do alot of the work.


FreeGamer: Ok, but to extent that: with normalmaps and such it often looks more realistic in style. Do you want to go more in that art direction, or stay with a more comic style?


titi: Normal maps are not the main priority, there are other more needed features. And normal maps need new textures, and that is really a lot of work :) So for now we are looking into things that can be done with mostly code which is easier to do.


FreeGamer: So but what weight would you give the development focus right now... more towards improving graphics, or more toward extending game-play?


titi: Both :) But we try to make small steps.


Softcoder: Game development is totally new for me (and Linux programming is fairly new), so priority also depends on how long it takes to learn and do it right! MG is my first graphics code ever, and also and my first Linux open source project.


titi: It is all new for us, no one of us did something like this before. I even learned C++ in the beginning of this year for this project! Same with php, the masterserver is the first thing I ever wrote in php.


FreeGamer: Well I think it turned out pretty well so far never the less :) I think this concludes our short interview. Thank you very much for answering our questions! Ahh, last but not least: Do you have anything you want to tell your players and/or our blog readers?


Softcoder: Yes, our #1 goal for MegaGlest is 'FUN'!


titi: Please come and play MegaGlest ;)



A short introduction into Glest modding



(Mega)Glest has an incredibly easy modding setup. Almost everything in the game can be easily changed with simple XML files, and the 2D map editor is very easy to grasp. Especially with the recent usability improvements in Megaglest (and included Linux editor binaries) it is possible to create a simple but nice map in a matter of minutes!

Edit: I was made aware that those editor improvements come mostly from the GAE project. Very good additions!



(Ok this was not done in minutes :p It's one of the new 8 player maps that come with MegaGlest)


But luckily all these editing features are also very well documented in the Glest wiki.


Last but not least, all single-player and co-op scenarios can be fully scripted right in the XML files with lua, a pretty powerful yet easy scripting language commonly used in computer games. Sadly it is not possible to create full singleplayer campaigns yet, but lets hope that gets added soon too!

Thứ Năm, 24 tháng 6, 2010

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Coldest, LinWarrior, Metallblech - Mech Combat Action Games

I stumbled upon an older release of Coldest while making space on my HDD for game video recording, Metallblech popped out of nowhere recently on our forums with awesome art and I still haven't tried Linwarrior's latest release. Time for a mech games post!

Mechs are big robots and they make sounds like this and you can have great fun assembling them and then blowing stuff up!

Metallblech

Mashup of Metallblech's art

Planned as a game for Syntensity, there are many models ready for usage in Metallblech, but (IIRC) not one line of code has been written yet and the project is desperate for programmers. ;)

Coldest

Coldest: mech stomping, super weather, lasers overheating

Coldest actually allows you to assemble the weapon systems of your mech. That's quite an important part for this genre: first, carefully assemble your mech, then brutally disassemble enemy mechs! A readme would be quite a good addition.

The command `svn co https://www.nemebean.com/svn/coldest/` will allow you to pull the latest code [EDIT: and for more instructions check out this wiki page.]

Coldest code is under GPL, art is under who knows what. (Actually I do know that both textures and sounds wouldn't qualify as free-as-in-freedom free. :) )

Coldest's mech configuration menu


LinWarrior 3D

Unfair 4 vs 1 at level start? Check!

Since the last time Free Gamer reported about LinWarrior, the 2010_03_20 "Hadron Collider" version was released (download here). Besides the fact that textures and models have been licensed under "good" CC licenses, code tweaks and visual fixes, the MD5Mesh format is now supported.

Mouse control is definitely the one thing I would like to see implemented ASAP.

Say hi to these rockets!


For some reason any video I recorded of LW3D would not show the dirty and brown ground texture, I'm sorry for the distorted view on the game caused by this!

Conclusion

I like mech games alot!
alot!
What do you people think of this genre? Do you prefer tactical, turn-based over action 3D mech games? What's the one thing you want to be able to do in following versions of the games I introduced here? (I want to be able to shoot off legs!)

Thứ Tư, 23 tháng 6, 2010

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HE'S ALIVE

*Qubodup's eyes shift left and right*



Qubodup mutters, "I smell death."



*Charlie jumps out from behind a tree*



"No! It's me!"



Or maybe Q meant death by a thousand of Charlie's bad jokes? I got jokes, man.



Ok, ok... games stuff. Enough inane joke stuff. Games...



FreeOrion 0.3.14 came out with a fairly mega changelog. A preview of the 3d space combat is in there, as well as lots of fixing and balancing and content enhancing. It's becoming a very deep game and once the 3d combat is done it'll be one of the stand out open source games you can play, and only getting better. Hats off to the developers for their dedication to realising their dreams, it's been a long haul. Here be a video:





FreeCol 0.9.3 just came out. Fixes ahoy! Good game, that, although I still don't understand how to play it. One day I'll swallow my pride and ask how the hell you assign hammers and build things.



Danger from the Deep 0.4 preview release for those who are a bit brave. It might torpedo your computer, yuk yuk yuk =). It's got great graphics, although is more of a simulation than a game - but that's a good thing in my book. Part of the fun in a submarine game is in the challenges that befell those unfortunate enough to end up in a watery grave. Ah, video ahoy:





XreaL. It's not dead. Actually there's a video in that link that will blow your mind, it looks so good. You won't be able to see the forest for the trees (that'll make sense if you see it). No youtube though here's a [rather dark] video showing off a few XreaL levels:





Looks like YAOSCSC (Yet Another Open Source Counter Strike Clone) is underway although this one is probably more likely to succeed than some of the other rather limp efforts. This one is called Code 43: Urban Warfare and it uses XreaL. It is formed by the people associated with the ET Mod True Combat: Elite which could never really be open source.



And now for something completely different. And I'm not talking about breaking English grammar rules by starting sentences with 'and'...



Runesword II is a 2D RPG made in 2001 and now open source. They released version 2.6 recently, which can be downloaded from Sourceforge. Bizarrely the 2.6 release announcement never seems to have been made outside of the forums. Sadly it is made in VB *ew* and can be run on Linux via Wine. Still, it looks like a fairly involved RPG game.



I eagerly anticpate Egoboo 2.8.0, which has been a year in the making. They got a new website.



Which reminds me. Nothing to do with it, but I haven't yet tried UFO:AI 2.3...

Thứ Ba, 22 tháng 6, 2010

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DigitalMan Open Source Game Competition

Squamulus in the forums has pointed us to the DigitalMan Open Source Game Competition, a competition for complete-ish open source games, wherein the winners get ported to their new all-encompassing content delivery/creation system WorldKi



Nominations started a week or so ago and so far they have 41 open source games nominated, which is quite a decent list in my opinion, you can view the full list here. Unfortunately, nominations close today (12pm CST) so this post might be a bit late if you want to nominate your own games..



Voting begins as soon as nominations close, so check back at their page if you want to be heard.



My thoughts on the competition:



It's definitely interesting to see another entry into the sparsely populated Open Source( Gluon[alpha], OpenCDS[dead], and to a lesser degree DJL[also dead]) /densely populated Proprietary (Steam, Desura, Impulse etc etc) game content delivery arena.



There's not a whole lot of info on WorldKi, it seems a very ambitious project that combines game distribution with game development, with monetization all along the way (eg. Middleware devs can sell their libraries, Artists their art, and finally devs their games). If FOSS game devs can pay the bills from foss games alone, we might see some real growth..



As for handing out porting as a prize? I'm not totally sure if that's the way to go about doing things, especially if no one has heard of the platform before. Mentioning the possible monetization through the platform might have made it a bit more appealing, but then again, such things also cause dispute.



OpenGameArt Weekly Competition




On another note, the OpenGameArt Friday Challenge got renamed to "Weekly Challenge" and still starts on Fridays but ends after ten days (Mondays) so on during the weekend there are two topics to contribute to. :) The challenge art submission count is now at 77 (17 new + 60 old).



The current theme is Public Treasure Hunt and involves scouting the web for public domain game resources and is due June 28th.

Chủ Nhật, 20 tháng 6, 2010

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BOFH: Servers Under Siege

BOFH title screen: NINJAS AND PIr.. SERVERS! (and whips and guns)

BOFH is a top-down shooter that takes place in a school. You're a mean administrator and have to shoot bad guys, take their weapons and disarm bombs attached to server stacks by finding notes that tell you in what order to cut the wires!

Now this might sound overly simple, but the enemy AI make the mindless shooting interesting enough by reacting to gunshots sounds and having non-naive movement patterns. I haven't progressed too far in the game so far, so I can only say that there is a new enemy type on a higher building floor, maybe there's even more, probably at least a boss battle.

Music and sounds are just excellent, although I sometimes wish there was more than one in-game track.

The game was originally (.exe here) made for c64 and then ported to PC. I tested neuromancer's version which contains fixes and compiles with no problems on my Linux flavor of choice.

Forks (and suggestions) are welcome by the way, besides new maps and objects it might be nice to have alternative resolutions (via scaling) implemented and also having the flickering gray shadows fixed.

Sign of a good game: the plot is no more than one screen long!

Oh, and bazookas!!!

Besides the 'save the servers' scenario, there is a mini level in which you just have to clear a room of computers. Along with workstation computers, glass is also destructible (and their shards hurt the player and enemies).

BOFH gameplay [much better quality: .ogg | .mp4]

A level editor allows easy to learn level creation. If you come up with a cool new level, let us know via comment or forum thread! I'll do the same. Here is the complete editor documentation in one screen.

Basic BOFH level editing (track #1: Crystal Space [BY-SA] by maxstack)

If you like BOFH, Shotgun Debugger most likely will suit your taste as well! And remember... It's always the blue wire first!

Well, maybe not

Thứ Sáu, 18 tháng 6, 2010

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Ufo:AI and A3P updates

A long awaited update of one of the flagship FOSS games has just been released: UFO:AI! UFO:AI (for those not in the loop) is a turn based strategy game very similar to the classic X-COM.

The improvements of the new version are multi fold; Besides big improvements to the render engine, game-play was also overhauled, but head over to their full change log to get the full picture.

Speaking of pictures, here a nice one showing the new glow effects on the world map:



(Maybe qudobup will be so nice and make a video of it too *hint*)

A3P 1.0


A3P (we mentioned it before) was also updated to its first non beta release today. You can check it out directly in your browser (a feature of the Panda3D engine used) or download it as a normal version (currently Windows only).

Thứ Năm, 10 tháng 6, 2010

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Summering Wars and Mac OSX

Recently modeled & textured SumWars character by Evil_E

While the sun warms my body, Summoning Wars' development activity warms my fossy heart: icons are being created by hal9000, sounds are being mixed by artisticdude, music is being composed by West. And of course the 3D model, see the image on top of this post.

A new release (0.5.1) has been recently uploaded and the next release is being discussed.

One quite important planned feature is an OSX port, as there are at least two (if I recall correctly) who use that operating system to produce art for the game. CMake is used for compiling on Linux, so I suspect that porting might be in fact trivial. If you can help with the task, please report to their forums/irc! :)

Chủ Nhật, 23 tháng 5, 2010

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Shotgun Debugger

In Shotgun Debugger, you play a hacker on the run from black-shades-agents and fight against armies of droids. Projectile and energy weapons serve your cause, the most original of which gets reflected by walls and can be used to destroy enemies out of sight.

Game mechanics include damage-inducing surfaces, exploding barrels and droids and simple press-the-button or find-the-key tasks. The story progresses in text boxes which appear between levels.

Varying level styles...

Relatively simple puzzles...

Various weapons, including grenades...

... a kind of 'blue rocket launcher'...

... and a reflecting laser rifle

Shotgun Debugger has two problems: default control and perspective, thus here are two hints for playing the game:
  1. Press 'v'. It will fix the perspective.
  2. Use WASD and mouse (or set different keys in ~/.sdb/preferences.txt)
Also, here's one hint, in case you get stuck in the first level: "behind the police car". I didn't know about 'v' and the police car hint the first time I tried sdb about a year ago and gave up on the game after starting level one for the 20th time. :)

The game is rather hard and there are no save function, except between levels. Enemies mostly hit hard and I found careful movement and taking cover to be the safest way to finish it.

SDB gameplay [small .ogg | big .ogg]

Code and assets are both GPLed and levels are editable in the SVG vector format. Inkscape was used to create the 2D (but rendered in 3D) levels! The level sources, are available on the homepage. I also want to recommend the 'trivia' section there.

Part of one of sdb's levels, viewed in Inkscape

I think that with such level editing capabilities and mechanics (exploding and movable barrels) some interesting levels could be easily produced. I only need to figure out how to load levels independent of story mode.

Shotgun Debugger is probably the best 'pure action' (no base building or 'advanced' item collecting or xp-gathering involved) top-down shooter I have played so far and it's definitely worth giving a shot.

PS: If you're desperate for a windows version, over here!

Thứ Tư, 19 tháng 5, 2010

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Free as in F..Dragon History.. and cyberpunk

Some of Dragon History's GPLv2-ed assets
You might remember this video-heavy post about Dragon History, a comical fantasy adventure game for ScummVM. I wanted to inform you that the game art, including music, graphics and text are all covered by the GPLv2. They can be downloaded here.

The game is originally written in Czech and properly translated to the Polish language. If you have the necessary language skills and want to make the game accessible to a wider audience, it would be great if you could work on cleaning up the English translation. The contact information of the maintainer is on his homepage. If you want to turn this into a team project, feel free to use FreeGameDev's general forum for a thread.


Speaking of free assets: The current OpenGameArt friday challenge is "Near Future" and I have no idea what to.. hm.. cyberpunk?

To the six finished challenges, 50 pieces of game art have been submitted. It's quite fun to follow new art and picking the best pieces, so don't let the submission forms discourage you from joining in. ;)


Oh, and speaking of cyberpunk, the quite awesome soundtrack to the hacker game Endgame: Singularity has been uploaded in .ogg and source form to OGA. And the minimal-graphics single-player HTML5 turn-based strategy game Evil Cult has a great feel to it when you play it while listening to that (kind of) music.


PS: Silly me forgot to include my source of information for the art licensing of Dragon History. It's email communication with the project maintainer. :)

Thứ Bảy, 15 tháng 5, 2010

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Penumbra engine open source (non-free 32bit library dependancy)

Penumbra 1's engine now FOSS
The engine of the best proprietary horror game in existence (Penumbra Overture) has been released under GPLv3, and some parts under even more liberal licenses. The engine features a physics interaction system, which is extremely well-balanced between complexity of possible interactions and intuitive usability. A few test maps and some objects and textures were released under By-Sa-3 (in comparison: Lugaru comes with no freely-licensed assets).

The textures that come with Penumbra

There is a guide available on how to compile Penumbra and you can get some help on #penumbra or on the official forums. The biggest task is to get rid of the legacy Newton Dynamics dependency and replace it with Bullet. This 'procedure' has been applied to DungeonHack a year ago or so.

About Lugaru: there is a thread that contains some thoughts on adding free (faif free hopefully) content to it.

Thứ Sáu, 14 tháng 5, 2010

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Of Summoning Wars and RakNet

When I found out that Summoning Wars, it in fact uses a freely licensed network library, I wanted to test it, but failed at compiling. Today, with fresh Subversion checkout, I succeeded and was surprised by a Diablo-rules-style RPG with 3D graphics (OGRE) a lot of dialog (hours and hours of tutorials ;) ), choices, different character classes and various spells and items.
Sarcophagus open up! (And let me take precious loot!)

Enlightening zombies in a dark cave with fireballs

Leaving loot behind

Why am I  even writing these captions?

Action-RPG GUI layout 101: Left: Character, Right: Skills or Inventory

Scaring goblins to death with a lovely mask

4-way dialog sequences make plot confusing fun!


Video: Rescuing some NPC [.ogg (shorter)]

I wonder what the network part is all about. I could imagine cooperative plot-games to be fun.. Anyways, about the net lib:

The popular network library RakNet is neither open source nor free software, as defined by OSI and FSF. However, version 2.451 (Feb 18th 2006) is GPL-licensed. It can be found via the Internet Archive's Wayback Machine [zip mirror]. The developers of Summoning Wars mirrored some version as well and even created an Arch Linux AUR package.

The owner of RakNet commented on GPL in commercial game development.

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