Tuesday, February 24, 2009

Fictional Air Combat 0.1.3

Fictional Air Combat 0.1.3
I recently discovered YAFS on SF.net: Fictional Air Combat, which is an action flight simulation at an early development stage.

There are 32 bit Win/Lin releases available, but the Linux release contains source which can be easily recompiled for 64 bit systems. (So did I.)

I have not yet tried to find out the licenses/authors of 3d graphics and textures (and don't know if I will). It seems however that they are all original. (And I like them.) There is no sound yet.

Height map for FAC
Levels get created from height maps and a texture placement file, which has an own graphical editor for it (though I wasn't able to find the tool).

Fictional Air Combat reminds me of Thunder&Lightning, which was unfortunately updated last time nearly one year ago.

Watch the video in high definition.

Thursday, February 19, 2009

Game Testing Job for a Free Software Person

O_o is how I feel right now

So I was browsing the FSF homepage because I wanted to dig up some info on their PDF priority project - but never mind that - and then I think "Let's check out them job listing!" and I do and then BAM! Game Test Analysts, (Santa Monica, CA). So I think to myself "Yeah, right! This has a logical explanation to it! Game theory I bet! So I click it and BAM! O_o! It's a real job offering for beta testing video games and it's posted on the Free Software Foundation's home page!

So it's probably not a commercial open source game project that this is about, but apparently one will test the game on the GNU/Linux platform and most likely use open source tools for bug reporting.

Nothing *really* spectacular, the pay is 10 Dollars per hour, but together with World of Goo being released for Linux, I certainly do get the impression that the penguin becomes relevant for selling games faster.

Sometimes I catch myself trying to figure out whether to support, oppose or ignore this pro-commercial-games-on-Linux development and try to figure out whether it is something good or bad. But then I come to my senses: it's nor good nor bad, it is natural evolution of the gaming market expanding to where money is. The only thing we'll loose is a billion of project that start merely for being able to play a commercial game natively on Linux. ^^ What we do earn is publicity for Linux. A lower transition barrier ("games is the only reason I use windows!"). In the end, a bigger audience (because open source games often are in GNU/Linux distro's repositories.)

Monday, February 16, 2009

Scorhed3d 42 and VDrift Refactor Release

Scorched 3D version 42 is out (full changelog). New features include:


  • Optimized graphics rendering to take better advantage of hardware

  • Scripting language support for weapons and server scripts

  • Much larger landscapes supported

  • Added multi-lingual support for chatting and player names

  • Added localization support for dialogs and messages

  • Some gameplay adjustments

  • Better LAN/Internet communications for less timeouts

  • Some new maps

For those who don't know, it's a 3D artillery game with destructible terrain and sumptuous graphics. One thing I always think when I look at Scorched3D; why hasn't somebody re-used the engine in a different type of game? Nice effects, destructible terrain, there's plenty of possibilities there.

VDrift has emerged from the other side of a ground up refactor/rewrite with release 2-15-09. This is quite good news as projects as big as VDrift rarely survive a rewrite. Author Joe Venzon describes the highlights of the release:

I think it's a big improvement over the last release. Although there aren't any new features, there are so many bug fixes, stability enhancements, and performance improvements it's hard to make a complete list. Most of the code has been rewritten, including the car physics. Ackermann steering has been added. The in-game HUD has a new look. Font rendering has been vastly improved. More graphical options are available. The new physics numerical integrator is more stable.

I think there's also some more cars and improved tracks in this release, although don't quote me on that one.

Oolite (space rpg game) update; 1.72.2 was released a couple of weeks ago. It's a bugfix for the 1.72 test release. I couldn't play it as autopackage no longer works on my system with some obscure error and I don't fancy compiling it.

MetalChaser is a 3d mech-inspired shooter. It's a bit basic, but could grow into something good. The website isn't very clear about it, but it is open source, with a Google-code project.

Angel Engine:

This is Angel, a 2D game prototyping engine based on OpenGL and C++.

Angel was originally made by a group of employees at Electronic Arts Los Angeles for use in a GameJam they were planning for April of 2008. The source was opened in January 2009.


Wednesday, February 11, 2009

Rigs of Rods goes Open Source and Glest 3.2

Rigs of Rods is going open source. How cool is that?

Rigs of Rods (also known as RoR), is a truck, car, airplane and boat simulator. You can drive, fly or sail in total freedom in an open environment. What makes RoR different to most simulators is its unique soft-body physics: vehicles chassis and wheels are simulated in real-time as flexible objects, giving the simulation an extremely accurate behavior, while allowing the vehicles to be simply specified by their structural composition, as a network of interconnected nodes (forming the chassis and the wheels). Crashing into walls or terrain can permanently deform a vehicle in a realistic manner. In addition to its unique soft-body physics, RoR also features an advanced flight model based on blade element theory, allowing the accurate simulation of any airplane, base on their physical dimensions and wing airfoils. It also features an accurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell.

Thanks to Mantar for the heads up. Here's a video showing just how cool it looks:

Well Glest 3.2 is out. Which is interesting given I proclaimed official Glest development dead* and Glest Advanced Engine to be its successor. It's like I just made it all up. Only I didn't, there was a thread where the official Glest developers stated that GAE would become official Glest. The link now goes to an inaccessible page. However, I'm not the only one who found it and logged it. Sadly Google obviously hadn't, since there's no cache available.

* FYI "Glest is dead, long live Glest!" is a play on "The King is dead, long live the King!" I didn't mean it was actually dead.

So, either the good news is that the main Glest developers have returned, or that the Glest team (new and old) has decided to make things look a little more cohesive, or somebody is playing a practical joke on me and posting grumpy anonymous comments implying that I am inciting trouble. Either way, it's great to see a new Glest release.

Glest 3.2 brings Lua scripting support, a new tileset, and tutorials as its primary features. I think more was expected, but given the lack of activity, the developers decided to push out a toned down 3.2 release instead.

Freelords tech release 0.03 has been released. Ignore the website, which says 11th Feb 2008, it's a typo. New graphics and new features, although it is still not quite playable yet.

Some other releases that piqued my interest: Neverball 1.5.0, Tennix 0.7.0, Vacuum Magic 0.9.

In the article reviewing simulation games, I lamented a lack of documentation for Simutrans. I was a bit off, there is plenty. It's just a bit scattered. For those who want to try it, I suggest starting with the wiki and specifically this page on transportation basics. There are also several errors in the article that stem from me writing it ad hoc and not proof reading properly, but I'm too lazy to correct them.

In the comments somebody offered to help out with FreeTrain development, the didn't leave any contact details and didn't get in touch. Still looking for help from C# developers for FreeTrain. Please leave details or email me - freegamerblog at gmail.

There did seem to be a bit of a negative slant from some commentors on the article in general. There were those lamenting that there is no depth (5 playable games not enough for you?) and those lamenting that Lincity-NG was not enough like Sim City 2k (no-win scenario, if it was a clone there would also be complaints). Come on guys and gal! Lighten up a bit!

Thursday, February 05, 2009

Simulate This - City Building + Tycoon Game Reviews

Welcome to a Free Gamer special! People often accuse the Free software and open source game sphere of lacking depth, that there are few good games. In 2009 Free Gamer is dedicated to dispelling this myth. As part of a series of articles on specific genres, highlighting the games that people develop for the love of development in order for us to play, I humbly present a set of reviews of open source city building and tycoon games. I try to be fair and critical, and I note that these games are all enjoyable in their own way. They are all certainly worth a look.



I started with OpenTTD 0.6.3 - being the only formerly commercial game I'm covering today, it is good a metric for the others. Still, it is not quite Free software, you need the abandonware Transport Tycoon Deluxe to run it. The community has been working on a project called OpenGFX to create both drop-in and high-resolution graphics to replace the proprietary materials. They are getting there, but I don't think they'll be complete before the end of this year.

I've been playing Transport Tycoon since I was a kid. The gameplay comes naturally to me, and is easy to get into. (My 8 year old son was playing with it after only brief instruction.) The great thing about OpenTTD is that it is polished. Everything works, and works well. The user interface is very nice - although sometimes you do get overwhelmed with windows. Game performance is exceptional, with a lot going on it was consistently smooth and never laggy. Which it shouldn't really be, considering this is a 10 year old game and I'm on a 2 year old laptop, but suffice to say these days my expectations are low!

There is one big problem with OpenTTD though. Once you work out how to connect a couple of industries or cities, the game challenge disappears. Almost all non-fluffed transport links are profitable and the AI is awful (although this is getting remedied by a new AI framework due in OpenTTD 0.7). There's no end goal, nothing other than building your bank balance and big networks and cities (which you can only influence, not control). It all gets a bit repetitive after a while. Despite the "reality" setting, the game world barely comes across as real. Towns are evenly spread out, but not connected with roads (you have to build them). You basically mould the map by placing down transport routes. Other than industry locations, you don't have to accommodate the game world much; it accommodates you.

The game needs to be tougher. Industry connections should be specific to deals between individual industry companies. You should be able to drive your competitors away by competing with them for contracts. There should be more limits on where you can build (contracts with councils, perhaps), shaping land should be more costly, there should be an element of challenging to getting up and running highly profitably. There's no station management - all rail stations are the same, roofed or not - no additional parts, just stations. Also there is a lack of passenger chaining. Big passenger stations have a limited catchment area, if you have other vehicles 'unload' passengers at them then those vehicles basically run on a loss. The gameplay is simple, but it is too simple, and that is why I don't play the game any more.



Overdue Update: The Simutrams community constructively took onboard my criticisms. Whilst I should have looked harder - there was a Starter Guide and other documents available - they have made documentation more accessible and prominently placed. The Simutrans wiki is a good resource for learning how to play the game.

Next up was Simutrans. Unlike OpenTTD, it is totally Free software, which is a good start. This is a difficult one, both to play and review. Although the website lists version 0.99.17 as stable, the forum lists 101.0 as the stable download and is more recent so I went with that. There's plenty of nice graphics packs readily available although only a few are really playable. I tried pak128 and pak96.comic - both aesthetically pleasing and supposedly playable.

The main menu music is horrendous. I know Germans have famously bad taste in music (the original author is a German guy) but the tune that greets you at the main menu is grating and negative. It's obviously a classical track in a minor key, but I can't see how that epitomises tycoons and enterprise. The user interface is a poor man's version of the OpenTTD UI. Often unclear, with frequent trivial glitches (text overflowing etc), it's just a bit messy and thus not quite so pleasant to interact with. Game performance again was very good - I remember it being quite poor when first tried Simutrans several years ago - and comparable with OpenTTD for smoothness.

In the end, pak96.comic was not playable. I tried to create a passenger line and couldn't even build a train depot, it wasn't in the rail build options. No depot, no trains (no other way I could find to access a train building dialog). This is fine, pak96.comic is listed as alpha although the screenshots show quite a bit off so I hoped it'd be more complete. Update: I had chosen too early a start date, so no trains/buildings were yet available, but this was not clearly documented anywhere, you had to read the fine print!

However pak128, which is becoming the de facto graphics pack for Simutrans, is definitely playable. It looks good and distinctively different from OpenTTD. Towns are more dispersed, are connected with roads and have more character. People and cars appear on the streets. Industries appeared more diverse, with more types of goods to chain together and deliver. It made me really want to like the game. Then I tried to build some railways.

Actually laying the track was trickier than it should be, especially diagonally which was very fiddly. Also if you build a straight track, if you were not careful to overlap each section you created, tiny hard-to-see gaps would be left in the track. I assumed that these would be problematic for trains, but when it came to creating trains I was just lost. I managed to set up a depot and build a train. Frustratingly I could only build a train with a single passenger carriage. Any other combination didn't work. Basic dialog controls seemed to do strange things. Line management was unintuitive enough to make me start over. I made more progress with buses, and started to work out the line management.

If you can work out how to play Simutrans, and overlook some of the aesthetic flaws, it looks like it has more to offer than OpenTTD in terms of gameplay depth. There was more complex road management options, passenger networks, trams, station buildings, different types of stations. Less wash, rinse, repeat route building strategy and more adapting to the game world. It just lacks the polish that OpenTTD has, and lacks a good tutorial and an intuitive user interface.



FreeRails2 0.4.0 is a continuation of the FreeRails project (and Railz too?) as well as a spiritual successor ("clone") of Railroad Tycoon. I used to play Railroad tycoon as a kid - it's the original tycoon game. It's both challenging and fun, although you don't have to worry too much about your trains colliding and other formalities as your trains zip up and down and past each other without a hitch.

The graphics are basic but not bad. Performance is fair - it made my laptop fan run hard but the game itself was smooth. One of the nice things about the game is you can run it straight from the webpage, no messing about installing or updating. You can be up and playing within moments of visiting the homepage.

The gameplay is fairly straightforward. Create a rail network between cities and industries, assign trains to visit the stations. Trains can change their cars at each station, so one train can pick up livestock, deliver it to a factory, then return with the resultant goods. There even seemed to be an automatic option for trains - create a train without any cars and it will grab whatever is waiting at the station it arrives at.

It's a nice game but it misses some of the charm of the original Railroad Tycoon. I'll probably have another go at it another day but - having played the original a lot when I was young - I'm not driven to play it. I think it's a few features short at the moment. Fortunately development seems to be ongoing - 0.4.0 was released in August last year.



FreeTrain is billed as the "quintessential sandbox game". It has so much potential, the graphics are nice with a lot of attention to detail, there's hundreds of plugins and you can create amazing cityscapes with variable height skyscrapers and all kinds of buildings. It is a transport simulation and city building game combined. There's a reason I have championed development drives for it for so long.

However, being a sandbox is a big problem. You start with a big blank piece of land. Sandboxes work on wikis where you can test out features and not worry about it getting wiped out. Yet, you don't create an entire wiki in a sandbox. FreeTrain lacks a Linux port and a save game format (and thusly a scenario format) which means it is full of potential but more a toy / tool than a game at the moment. Hopefully development will pick up again soon.

If you know C# then please get in touch with me and help restore this game to the scene.



Micropolis is the original Sim City classic repackaged with a new name. Not much more to say, really.

Ok, I'll make more effort than that. It looks very dated, and the game world looks tiny when juxtaposed in a large window at today's resolutions. Still, it is the grand daddy of city building games although sometimes is quite basic in it's mechanisms. You assign residential, commercial, and industrial zones. You build power plants, connect electricity grids, and manage taxes, and decide how to allocate emergency services. Occasionally you get to fight off Godzilla. Possibly a good starting game for younger players as there is less to grasp.

The limited nature of the game is shown by just how quickly the official forum expired. The most interesting thing about this game is that it was released as Free software as part of the One Laptop Per Child (OLPC / XO) project.



LinCity-NG is the GotM fork of LinCity. LinCity is a kind of Sim City classic clone. It looks equally dated but has a different slant on city management, which LinCity-NG builds upon. LinCity-NG has much nicer graphics, and many new features. The autopackage would not install so I had to build it from source.

Performance is pretty poor. Movement and animation was very laggy on my laptop, the music stuttery. The music was good and original although loops on the same track rather than cycling. The user interface is original but a bit messy with icons overlapping button borders and lots of scrolling required to read text that is presented in a huge font. Saying that, the help system is very useful. A description of pretty much any game item is just a click or two away, and tooltips are there for extra hints. This makes it much easier to get into than Simutrans where I was guessing at half the controls.

The game itself has quite a few angles to it. For once roads in a city building game serve a function other than being a requirement for buildings to exist. They enable greater transportation range of goods and materials between different types of buildings. You have to generate resources and jobs, and research technologies to gain access to new types of buildings. In some ways, it merges aspects of civilization building games with a city building game, which is a unique approach to the genre in my [limited] experience. You can even win the game by transporting your city population to another planet.

I couldn't quite overcome the poor performance. Moving around was just too slow to be enjoyable. LinCity-NG has come very far in the last couple of years, and it shows a lot of potential. Interesting gameplay ideas and nice graphics bode well, and with some tweaking, optimization, and improvements to the user interface this game could be a real Free software star. I hope they rename the game to an original name now it is departing from it's LinCity roots. It can't be Next Generation forever, and it's no longer really "Lin"City as it is ported to multiple platforms.


Open City

OpenCity is the only 3D game in this list. At version 0.0.6, it is still early on in development, you can create basic 3D cities in OpenCity, but the gameplay is limited and it won't capture a player's attention for long. Development has been steady for several years, and with more people showing an interest in contributing this is one for the future.


Well I think you'll agree there's plenty of choice and lots of fun to be had. There's many different styles of game to suit many different player types.

Tuesday, February 03, 2009

Extreme Tux Racer, Smokin Guns, etc

The somewhat stop-start development of the various Tux Racer projects continues, but it looks hopeful that the latest incarnation of the iconic downhill penguin racer will not disappear like its predecessors. Extreme Tux Racer has finally released an updated 0.5 beta (Windows, Ubuntu, source for other Linuxi) after several months of inactivity. It's getting a bit of optimization love after I (yes, me, important mega me) unleashed my wrath helped a new developer by putting him in his place realise that ETR is not too detailed, as he incorrectly surmised, but ratyher suffers from some poorly implemented features that could be done a lot more quickly. Amazingly, I was right. :-)

I'm always right and I will rule the universe soon! At least, once I've been to the doctor about this over-active procrastination gland of mine.

Smokin' Guns, a total conversion of Quake 3 to recreate the feel of the Wild West is probably undermentioned here, although the graphics are starting to look very dated. Features:

• A full arsenal of weapons with historically correct design. Check the weapons page for more information.

• A variety of western styled maps and player models.

• A realistic damage system with different locations (head, chest, neck, etc) and height-dependant falling damage.

• New western styled gametypes for more fun: Bank Robbery and Duel Modes.

• A money system allowing for equipment purchase with money from rewards & pickups.

• Easy to use graphical user interface and HUD.

• Other small improvements for better gameplay and enhanced fun.

Lemming Ball Z

Another undermentioned and very cool project is Lemming Ball Z. Features include:

• Destructable 3d terrain

• Ability to add your own levels/characters/moves to the game

• Multiplayer with 2-4 players online or local

• Good old-fashion HotSeat play

• Slowmotion, like in "The Matrix"

• Fancy graphics, like cellshading and stuff

• Netplay, without configuring or hamachi

• Stupid AI to practice with

• Blood! lots of it! :)

I used to wonder where the FreeCol project got some of its fancy artwork - now I know, you can grab CC licensed (by-nc-sa) from David Rumsey's collection of ye olde maps.


VDrift gets closer to a new release after a massive refactoring and lots of enhancements. Starting to look really, really cool. Still, not as playable as TORCS so if you want a quick fix I recommend you go the TORCS route for now, but VDrift looks set to eclipse TORCS as a spectacle in the course of 2009.

Scourge gets nicer towns, with houses created by combining sections to create more intricate villages. See the latest Scourge Weekly (volume 17, on the website frontpage) for more details and a humorous explanation of why developers should work rather than work on open source, should the choice be forced upon them. :-)

Hrm, other new releases like Teeworlds (0.5.1), Battle for Wesnoth (1.6 beta1) bleh too much blog stuff must go KTHXBYE.

Monday, February 02, 2009

Militia Defense and Impulse

Militia Defense

Militia Defense is the first open source tower defense game that I enjoy and at the same time the first LÖVE-using game that I don't want to stop playing!

The game features four unit types which can be upgraded and sold. It creates complexity through different terrain (grass/roof) and long reload times. Militia Defense is mostly inspired by the non-free flash game Budapest Defenders.

Code and art were created by Tabasco and are covered by the MIT-license. I'm in the process of finding out the sound sources.


Impulse is a futuristic racing game in an early development stage. It looks and sounds nice although so far only some media is being loaded and super-basic movement is possible.

I hope the game will become playable soon. Impulse uses the Irrlicht Engine.

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