Saturday, August 09, 2014
Stunt Rally now comes with spaceships and cool ancient cities!
See more pictures of the release here, and don't forget to give some feedback on our forums.
Oh and you can now browse cars and tracks online.
Monday, June 17, 2013
DevCorner: Underapprechiated game engines
The usual contenders for 3D action games are your mixed assortment of idTech based engines, most notably ioQuake3. There are a few upcoming contenders like Unvanquished's Daemon engine (which is a mix of ET:Wolf, ioQuake3 and Xreal) and a yet to emerge idTech4 based champion (my uninformed guess is that it will be dhewm3). But all of them lack a decent game-play scripting function.
On the other side of the idTech spectrum, there is the idTech1 based granddaddy DarkPlaces, which while having advanced to an quite impressive feature set, suffers a quite a bit from its nut-bolted & mostly undocumented client side add-on on the already a bit arcane script language QuakeC.
Interestingly the idTech2 based engines get little attention though. I have highlighted a few nice game projects based in it in the past, but it is probably due to the fact that each project is hacking on their own engine fork, that none has gained prominence as a game engine on it's own. But feature wise the engines behind AlienArena, Overdose and Warsow are probably the most advanced.
The last one of these, has been probably the most overlooked, with the game itself not exactly open-source friendly and the engine being developed more or less behind closed doors. It seems however that this has changed now, although given recent project news it is unclear what made them change their approach. But an all new version of it is now on Github with the main developer mentioning a few really nice changes here. Let's hope it isn't just a "source-drop" of a dying project, as after digging into it a bit (the documentation is really fragmented and lacking) I have to say that it includes a few really awesome features not commonly seen in other FOSS engines:
Besides being really performant, it is fully scriptable and has some quite unique multiplayer features like awards, friendlists and persistent game statistics. It also seems to make good process in having easy to edit GLSL shaders, which I have realized is a much rarer feature than I originally thought. Last but not least it has a really modern looking and fully scriptable menu and HUD.
Ah and before I move on to non-idTech based engines I should mention Engoo for those looking for a modernized software rendering engine based on idTech1 (there was some controversy over it, so I am trying to show some support for its further development here).
Ok, that covered, what are some maybe under appreciated non-idTech 3D engines?
First of all I should probably mention the well known ones for the sake of completeness: Cube2, Ogre3D and the new big player Torque3D. All of which are IMHO still failing to provide a good platform for easy game creation (mainly due, following the same order: in-fexibility & lack of scripting; huge mess of independent parts & bad toolchain; lack of Linux port & buggy and overly complicated toolchain).
One of the shining but lesser known examples of trying to improve the status quo is the jMoneky3 engine. Even though it is still a bit bare-bone (e.g. lacking game frameworks) the nicely integrated SDK and the great new node based GLSL shader editor keeps on attracting my attention. Similary the BlenderGameEngine sure has a few great advantages due to its tight integration. Sadly it seems to be the unliked stepchild of the Blender3D project though, which some quite serious limitations and awesome additions like the candy branch never reaching the the main release.
Then there are the still very much alive big names of the past: Irrlicht and Crystal Space. I am not exactly sure why those never quite reached the required mass to become the engines of choice, but I guess the license mess around Irrklang (and other non free but more or less required addons) and the CS Yo Frankie disaster might have to do with it. But at least Crystal Space was accepted as a hosting organization for this year's GSoC again, so they must be doing something right.
Last but not least, I would like to give a mention to a relatively new contender: Octaforge, which has supplied a steady stream of updated betas lately. The interesting things about Octaforge is that it takes all the good things from Cube2 and combines it with a much updated renderer (Tesseract) and full lua script support. But sadly it isn't quite there yet, and the move to a scripting language required the removal of all the nice game-code that it inherited from Cube2.
As closing remarks I have to admit that this article was rather lopsided towards FPS game engines (and more general purpose ones). Of course there are many great other game engines in the FOSS sphere that focus on RTS or (MMO)RPG games etc. I do however feel that many of the grievances voiced here probably apply there too, but maybe it isn't quite as frustrating there as in the FPS genre.
But if you have some better insights into those type of engines feel free to comment below!
tl;dr: the author (as an old school modder) is frustrated that after all these years there still isn't an FOSS FPS engine that can be modded as comfortably as the Half-Life2 engine or UDK. Don't miss the new qfusion stuff though.
Sunday, April 14, 2013
SuperTuxKart accepted in GSoC2013!
This year, quite a few interesting FOSS game projects got accepted (again) and one being our very own friends of the SuperTuxKart project.
Read more about their role as a mentoring organization here. So how about applying as a participant yourself and helping out this great FOSS game?
You can also browse other accepted mentoring projects here, if SuperTuxKart isn't your thing. Other notable FOSS game (engine) projects accepted are:
Nice summer of coding ahead :)
Monday, May 28, 2012
Lips of Suna 0.6 and other RPG news
Anyways, another project I mentioned was just recently updated:
Lips of Suna is now available as Version 0.6 (release notes on our forums) and this release marks the first official release with OGRE3D as the rendering engine. In my rant I dissed that rendering engine a bit due to the lack of good content creation tools (yes I know, not their focus or intention), but at least here it seems to have been put to a good use.
In somewhat unrelated news, there is also a new version of OpenMW, which is continuing at their current fast pace to reimplement that well known RPG. Change-log can be also found in our forums.
Sunday, May 20, 2012
Good FOSS 3D action RPGs, nowhere to be found?
So there are a few really prominent types of games which ought to have their FOSS representatives, right?
Ok, well a few like epic story driven single-player games will probably never show up due to inherent problems to develop such games through the FOSS method, but besides that lets have a look what we got:
- Good and playable FOSS multi-player FPS games under active development?
- Check! (Xonotic, RedEclipse and several other with un-free media)
- Good and playable FOSS RTS games under active development?
- Check! (0 A.D., MegaGlest, Warzone2100, Spring mods etc.)
- Good and playable FOSS racing games under active development?
- Hmm... not an expert, but I guess Speed Dreams and Stunt Rally apply.
- Flight simulators, turn based strategy?
- Check: Flightgear!
- Check: Battle for Wesnoth!
- Action RPGs like Diablo or Torchlight?
- Hmmm???
So, there is the really cool project FLARE, which besides being not really playable yet is also more of a nostalgic effort. More playable but also with a similar demographic of potential players is Freedroid (besides having a maybe too Linux centric style).
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| FLARE 2D graphics style |
Then there are the obscure and/or non-isometric DNT and Lips of Suna. Which are both nice projects on their own (especially LoS seems to develop nicely as of late), but are not really suitable as the FOSS reference for action RPGs...
The only game that comes to my mind that would fit is Summoning Wars, which is somewhat playable and even has a single-player campaign, but development is really slow and it is still a long way off what I would call a recommendable game to non-FOSS enthusiasts.
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| Some new dungeon wall tests |
Part of the rather slow development I guess was the poor choice of the graphics engine, e.g. OGRE 3D which is foremost a programmers choice (due to nice features and good documentation), but a rather bad FOSS game developers choice in my opinion (due to the lack of a complete game-engine features and good tools).
There are still a few really talented artists trying to contribute (1,2,3), and I recently proposed a creative re-use of 0 A.D. assets, but everything seems to be hitting a road block when it comes to easy tinkering with the game and getting things to actually run in game... and that is really demotivating to potential contributors (FOSS development advise 101 ;) ).
So to sum it up? I think Summoning Wars is really not living up to what it could be, and the only solution I see would be the addition of a new and really motivated programmer to the team to solve the tool-chain problems and thus restart the active development again. Anyone interested???
P.S.: Not to forget mentioning it: There is also the IrrRPG builder, which could probably be a good base to build an action RPG too.
Wednesday, March 21, 2012
Summer of Code: Earn Money Developing Open Source Games
- Battle for Wesnoth
- Hedge Wars
- Unknown Horizons (includes FIFE)
- Crystal Space (includes DAMN)
- OGRE3D
- ScummVM
- WorldForge, CEGUI and Ryzom Core
- PySoy (under the Python Software Foundation)
- Blender Foundation
- Inkscape
- Outercurve Foundation (see CoApp)
- GIMP
Wednesday, February 22, 2012
Complete List of Fosdem Game Dev Resources
| Event | Slides | Audio | Video | Speaker |
| Xonotic: The road to 1.0 | Yes | No | No | Merlijn Hofstra |
| FreedroidRPG: Anatomy of a RPG | Yes | Yes | Yes | Arthur Huillet |
| Unknown Horizons: Data-Driven and Component-Based Game-Entities | Yes | Yes | No | Thomas Kinnen |
| WorldForge: The Dynamic Data Driven Worlds | Yes | Yes | No | Alistair Riddoch |
| Pandora: Mobile Linux Computer with Gaming Gontrols | No | No | No | Michael Mrozek |
| Wesnoth: Balancing a Game the Open Source Way | Yes | Yes | No | Jeremy Rosen |
| Ogre3d: Getting Started with Game Development | Yes | Yes | No | Erik Ogenvik |
| Gluon: Game Creation and Distribution | Yes | Yes | No | Dan Leinir Turthra Jensen |
| The Future of Open Web Gaming | Yes | No | No | Rob Hawkes |
Tuesday, February 14, 2012
Dev corner: FOSDEM about Games
We already mentioned the FOSDEM 2012 role playing game development talk but recently I found links to more open source game development and game design "devrooms" here.
- Alistair Riddoch - The Dynamic Data Driven Worlds of WorldForge.mp3
- Arthur Huillet - Anatomy of a role playing game.avi
- Erik Ogenvik - Getting Started With Ogre3d For Game Development.mp3
- Jeremy Rosen - Balancing a game - the open source way.mp3
- Thomas Kinnen - Data-Driven and Component-Based Game-Entities.mp3
I also recommend "A New OSI for A New Decade" here, which starts with explaining how not to be annoying when advocating freedom.
Monday, January 03, 2011
Changes in Hardwar development
Hardwar is a long-term project to remake the 1998 Hardwar - a science fiction flight simulation game. There have been two recent changes:
The code hosting switched from Launchpad's bazaar to GitHub.
The in-game editor was dropped and instead Ogitor will be used. While in-game editing is awesome, I'm glad that a general tool is being used and time is being saved.
Ogitor is a Plug-In based WYSIWYG editor environment for OGRE.
OGRE is on a hunt for illogic in its API as a preparation for releasing 1.8 and every coder is invited!
Sunday, January 02, 2011
OGRE3D History: 2010
| Project Name | Type | License | Description |
| Gorilla | Library | MIT | GUI library |
| Hovercraft | Game | GPL* | Racing *Depends on non-free fmod, havok and zoidcom |
| Island Hopping | Game | WTFPL* | Platformer *Depends on non-free irrklang |
| MOGRE | Library | MIT | Bindings for .NET |
| OgreKinect | Library | MIT | Input library for Kinect |
| OgreProcedural | Library | MIT | Procedural geometry library |
| OpenSpace3D | Tool | LGPL* | Scene Editor *Depends (?) on non-free newton physics |
| QuickGUI | Library | LGPL | GUI library |
| Spacescape | Tool | MIT | Create space skyboxes with stars and nebulas |
| Zen Engine | Library | ZLib | 3D game engine client framework |
I wasn't able to build Spacescape SVN but the 0.3 release runs fine in Wine.
Island Hopping's dependency on irrklang is probably easy to replace, so I gave it a try using Wine with success (broken sound though, go figure).
OpenSpace3D wouldn't start in wine and I don't know if it's build-able on Linux.
PS: Statistics!
Saturday, February 06, 2010
Open Source 3D Game Engines Updates
Crystal Space 1.4 is out. Features include improved animations ("integrating vertex based animation with skeletal animation") and terrain ("improves rendering and handling of large outdoor areas"), OpenAL for sound and an internationalization plug-in.
Panda3D has a prettier website, it released version 1.7.0 and apparently has a web-plug in. The new version makes it easier to crash the computer, but also gives a performance boost - with the magic of 'pointer textures'.
I have a little crush on Panda3D, because it gives access to 3D and audio with no complicated setting up through a scripting language (Python). On the other hand it requires 3D models to be in its own format and I find converting not very convenient. For example there have been problems importing animations into Radakan.
Ogre has a mascot, and it might even become freely licensed, somebody just needs to confirm this (by posting in the thread). :)
Besides that, 1.7.0 RC1 has been released, which is licensed under MIT license (before, it was LGPL). Here's what seems like a changelog.
Furthermore, the OGRE wiki moves from MediaWiki to TikiWiki. I suspect that a main reason is because a nicer OGRE style was made for TikiWiki, while the MediaWiki OGRE style looks bad. That may be a strange reason, but as long as it makes people use the wiki more, why not? Here's the discussion if you have an idea.
Just for kicks: a simple comparison of OGRE, Panda and Crystal regarding lines of code. What does it tell us? Well, that OGRE has the biggest codebase (even though it only handles graphics), that Panda3D is the most compact of the tree and that Crystal Space code size had strange ups and downs. Nothing more really.
Kambi VRML v2.0 is soon to be released, as is the final version of the demo game Castle (which will only mean additional eye candy to the game). What is more important, as soon as Castle 1.0 is released, work will start on Castle 2.
Castle 1 is a three-level game and I consider it hard (easy to die) and its controls to be rough. On the other hand the level design is great: the layout invites exploration the levels are linear, each with a goal to be reached. This way the levels actually are part of a game, rather than an open-ended tech demo. This is why I have a good feeling about Castle 2.0 already. Depending on whether the developers decide to work on Castle 2 on their own or to ask the community for contributions, we might see some more use of their forum.
OpenMW, the Morrowind engine implementation in OGRE switched from D to C++ (because of compiler availability and language popularity) and from svn+git to git-only (because of git-svn problems). Git clone instructions here. The next feature to be implemented are animations. A video was promised as soon as they are ready.
Old news: OpenGameEngine development stopped in October 2009, until a project manager wants to take over. The form in which the project is left is described as "usable" and "still too much work to make it worth the time investment".
Enjoy another ridiculous comparison of 3D (game) engines: OpenMW, KambiVRML and OGE. I just love diagrams. :)
We have a list of 3D engines on our wiki, if you want to dig some more. Also all FOSS game engine blogs that have feeds are included in the FGD development planet feed aggregator.
Friday, November 14, 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, September 17, 2008
English transcription of "Hobby Game Development" (neues, 3sat)
Narrator: On first sight it looks like the commercial online role-playing game Ultima Online. On the second the viewer might spot one or another change. Maybe even something special, which doesn't even exist in the original game.
This game is named Iris 2, built on top of Ultima Online and is freely available online. It was developed by hobby game developers.
It's their hobby, just like others knit pullovers in the evening. Florian Fischer and Iwan Gabovitch develop games in their free time. What's the thrill of developing games on your own?
Florian: It's just fun to be creative and to express this creativity. Games are super for that.
Iwan: First I stopped playing commercial games and started searching for new, interesting games. I found many freeware games and then came across the open source scene, where also games get developed, where
it's easy to contribute, without having to get involved too much.
Narrator: Most developers are not professionals but they have lots of potential and ideas, which they want to share and to put into practice with others.
Free software is being used, which is available gratis online. For example to create graphics of special effects.
For the 3D visualization, Florian works with OGRE. OGRE is open source software, which can be copied, distributed and used without limitation. Working with free software excites the developers.
Florian: Others can download our code, can compile games on their own, can try own things and can improve the programm. The principle of open source is nice: I give something and, as I use open source tools, I also take something.
Narrator: Usually each developer works seperately on his computer but once a year the hobby developers meet live.
The event Dusmania was initiated so that developers could exchange experience, but of course there has to be some actual development too. In nine hours, they had to develop a game. The group of Iwan and Florian created "lalalove", a game in which sounds have to be generated to make people happy.
Iwan was responsible for the graphics in lalalove. First he sketches the images, before layouting them on the PC.
Somebody who invests so much love and free time into game development could work for commercial game producers, but this doesn't interest the community.
Florian: We don't have to follow any rules, we can implement every idea and we can throw it out too. We can be as creative as we want to be and this is fun. We can create prototypes of games and then say "we like this game principle" or maybe someone else in the community likes it and develops it thurther. I find this freedom fascinating.
Narrator: One who wants to experience developing games on his/her own, finds a lot of tips on the web. Beginners are also able to get into the scene easily.
Free Gamer is an online community for hobby game developers. It consists of a blog, a forum and a wiki. The forum is for discussions. On the wiki articles can be published and freely edited. For example there is a list of open source 3D game engines, which everyone can use for his own games.
If someone prefers to play rather than develop, won't be disappointed. Games of all sorts are available on the net. For example the cute SuperTuxKart. Instead of Mario, a penguin drives against the tree.
End of transcription. Please not that all text by the Narrator is not freely licensed and it's copyright is owned by 3sat.
Please note that simplification and generalization are unavoidable if you want to squeeze a topic into four minutes. There are of course people who are interested in commercial application of open source and there are open source game developers who would like to work in non-free, commercial game developer companies.
Monday, January 28, 2008
The early bird
The early bird has to wait for the worm. And when he wanders off a bit bored, he gets back to find some other bird has poached the worm and his morning was fruitless. So, there you have it, you may as well lie in.
There's an update to Battle for Antargis, version 0.2.1.5 which is labelled a "developer release". The build system has been overhauled so the game should be easier to build. There have been improvements to the game too and the next version should be the first Antargis release to feature a storyline. I really like this project, Godrin is creating an entirely original game that doesn't conform to any particular standard mold.
Bos Wars pre2.5 is available for download. Improved graphics with beautiful particle explosions, new maps, and bug fixes. Sounds like this project is galvanising now that the developers don't have to focus on separate Stratagus releases.
Nimuh 1.0, "searching for the andalusian treasure". Interesting looking isometric puzzle game. I don't think the game data is open source but it looks like the engine is and the game is still free to download as a whole so, well, it depends on how ideological you are.
I came across an interesting site that seems to be collecting [links to] downloads for open source Linux games. It seems to be mostly Suse entries, probably saying more about the people responsible for the site than the fact that Suse is the most popular distro. Ubuntuers can always go to GetDeb for a few game options.
Want awesome 3D effects? FXExpression is an LGPL library for Ogre3D. Maybe you don't use Ogre3D but it's LGPL so surely some of it can be ported. Got some cool looking effects there.
Wednesday, June 27, 2007
Sauerbraten, Vega Strike, Project Kilo
Did I not mention this Sauerbraten update? I don't recall doing so, and I swear it was not a thread in their forum at the weekend despite being listed as posted on the 12th June. Anyway... it fixes a whole lot of bugs, adds graphical enhancements, and cleans up scripting support a little. Probably more of an update for people making mods/games with Sauer than players but, shucks, I love this project. Embarrassingly this was a 2006 release... *oops*
There's the possibility of a StarShip Troopers: Last Defense, the Glest mod, becoming available for FreeBSD.
The Java Classic RPG project has posted a snapshot for anybody who wants to play with it in it's very early stages of development. Work continues at an impressively frantic pace, soldiering away on features. Hopefully a modeller or two can start contributing to the project to make the artwork updates as impressive as those to the codebase.
I keep pestering the Vega Strike team to make a new release. I, and others, frequently get pointed to the SVN version. However it turns out that there is a Windows build of the executable made every few weeks, although you will still need a subversion client to get the latest version of the game data.
Talking of pestering projects, I'm trying to convince the Project Kilo guys to use Sauerbraten as their game engine. Project Kilo is an effort (well, currenlty mostly an idea) to create an immersive single player 3D RPG game. Sauer is the engine also behind the Eisenstern project, another 3D single player RPG effort with slightly less lofty (but still impressive) goals than Kilo.
The main feature of Sauer is in-game multiplayer map editing where all map elements are defined as cubes or combinations of cubes, it makes a lot of sense to map modellers. I think the combined nature of Sauer's very easy map creation and it's development supporting Eisenstern makes it really suitable for, at the very least, prototyping a concept like Project Kilo. With little or no code the Kilo team can be up and running in no-time, and (being open source) they can build additional features into Sauer as they require them and possibly even feed back upstream. I think it's a far more pragmatic route than taking an engine like Crystal Space or OGRE3D and creating the game logic from scratch. Map modelling itself will become far more of a burden using this approach, let alone the extra effort to make a playable scenario.
I'm not saying that Crystal Space and OGRE3D don't have their place in development - they are important game creation tools - but if somebody has done 95% of the work for you like the Sauer team has, by implementing a game [engine] that not only makes map modelling easy but lets you roam around massive maps with fancy effects and is easy to customize, then surely it makes sense to start there instead of starting far behind them.
People should do as I command suggest because I am always usually right. ;-)
Tuesday, April 03, 2007
Beyond The Red Line
Welcome to post number 100 on Free Gamer. Slowly I am finding out how to push blogger to it's limits. The list is starting to look much better, now that the layout is getting there. The tedious work of populating it with real information is looming. Once that is done, several more mini-lists will sprout up.
Anyway, back to the daily grind of talking about Free Software games. It's a hard knock life, it is. ;-)
Starting with Freeciv, which saw 2.1beta4 released (download) over the weekend. (Not sure how I missed that yesterday.) It fixes many crashes so hopefully should be a lot more stable than 2.1beta3 which, in my experience, was fairly ropey. Initial feedback seems to be pretty good.
I created some Ubuntu packages for Freeciv-2.1beta4. I felt like doing a good deed for the day, or something like that.
Battlestar Galactica: Beyond The Red Line is a game being developed by fans for fans of the series and is based on a modified version of the open sourced Freespace2 engine. It looks fantastic! They just released a demo of their work so far.
Since it is a total conversion (i.e. not a mod) you do not need the origianl Freespace2 game [media] to play, making this game Free! Another cool 3D arcade space shooter joins the mix. Awesome. :-)
I've not mentioned Open City for a while. This 3D Sim City inspired title is slowly taking shape. The last release was showing a lot of promise and I'm hopeful the next release (thriftily labelled 0.0.5) should have all the essential elements of a city management game.
Another game that saw a release over the weekend was Iris2. This is a complete rewrite using the OGRE 3D engine. It looks very tasty indeed. Whilst you do need the original Ultima Online files, you can download a trial version for free and use it to play unlimited on free shards as it only locks you out of official shards (shards being servers).
Music tip:
Rooster & Peralta - Pornokopia (Kobbe & Leeds mix)
PS. Please comment on the new list format. Good feedback early on means less work later on fixing it!
Tuesday, October 24, 2006
Angels Fall First
If you thought yesterday's news was big, Free Gamer comes with an equally impressive post for today!
The prolific artist Strangelet has not been inactive, and has made a special request of the Vega Strike community. Angels Fall First started out life as a Homeworld 2 mod. There is a plan for a UT2007 release in the future but the AFF team are looking for an official game engine to embrace.
The models are spectacular and, with work on an impressive VS 0.5 release progressing at a steady pace this, this could be type mod to really compliment VS and really make waves in gaming circles. The artwork is nothing short of A-grade commercial quality.
Anyway, people have volunteered to assist the VS:AFF mod, so it is a case of watch that space (pun intended).
Monday, October 23, 2006
TA:Spring Rewrite
There's a storm of comotion in the TA:Spring community after the lead developers announced intentions to rewrite the entire Spring engine stating unclean code and a desire to utilise external libraries like OGRE to both reduce the codebase size and introduce new features already expertly handled by said libraries.
The two major debating points were the critical "what about the modders" and the ever-so-important "what name should we give the not-started barely-planned mod". In all seriousness, the modders are the essence of the playing community and really make TA:Spring the eye catching open source project as it is - without them it would just be an engine for commercial content. They give the project the massive momentum it currently enjoys and the developers really need to listen to their concerns, which fortunately it appears they are doing.
Some of the highlights of the proposed rewrite are dynamic lighting, inbuilt C# scripting, and the engine being a generic RTS engine (as opposed to a TA-oriented one).
Ground-up rewrites are normally a really, really bad idea. However, this may be one of the exceptions. Not only are there several motivated developers and an enthusiastic community pushing them, but it does seem that there are several trends in the current codebase that make iteratively rejuvenating the codebase an unrealistic prospect - or at least more work than a rewrite. Still I hope they make rapid progress towards basic features rather than creating some grandiose vision that will not be attainable.
Saturday, July 15, 2006
More Upcoming Releases
There is a release imminent for Mars: Land of No Mercy, which got it's own .org domain name recently. This isometric strategy mech game is developing at a steady pace and sees version 0.1.2 released next week.
The next version of Ecksdee is shaping up nicely. There's some preview screenshots of a new level for the next version (0.0.9) one of which can be seen here. There's another level in development which is more ambitious and targeted for the 0.1 release of Ecksdee. The Ecksdee developers will be at the Crystal Space conference this weekend in Aachen, Germany. An Ecksdee talk should take place on Sunday at 1pm local time.
There's another stunt-like Free game on the horizon: Sturmbahnfahrer. The game describes itself as, "Simulated obstacle course for automobiles." As such, the gameplay is oriented around using physics to complete the levels rather than racing.
There's a curious new freeware game based on OGRE. The Blob sees the player taking on the role of a blob of paint who must, it seems, paint the city of Utrecht. There are screenshots galore in the OGRE featured projects section. Sadly it seems to be Windows-only and you'll need a 2ghz PC.
Finally I'll round by with the Planeshift release. This iteration on the 0.3 "Crystal Blue" version squashes many bugs, adds optimizations, and introduces features such as improved item crafting, item decay, new spells, and improved character handling. Read the 0.3.015 changelog for more details.
Saturday, July 01, 2006
Like a Phoenix!
No, Free Gamer has not met a premature demise! I am merely temporarily really, really busy.
Still, there were a few notable releases in the last week. ScummVM hit version 0.9.0 which brings GUI enhancements and support for [at least] two [new] games.
Legends jumped 0.0.0.1 versions to 0.4.1.40, and you should see the changelog. I've already ranted about discussed versioning debacles issues.
Warsow bumped out another release and really seems to be picking up momentum both as a game and a community. They have started up a development blog. This is a great idea and it would be cool for every major Free game to have one; then we can have Free Game Planet!
I spotted yet another 3d engine on Freshmeat: Nelit2. Information is sparse but the screenshots show off some fancy features. It has a long way to go to compete with the heavyweights of this division like OGRE and Crystal Space.
I also saw Carworld as well. It looks like it could be a very cool driving simulator if the author got a bit more motivation (or a bit of help).
Speaking of driving games, VDrift looks to be gearing up for another release. Improved GUI, car handling, graphics, and more cars and tracks are part of what seems to be emerging as the leading Free Software driving game.
There's great news for Mario fans with updates to Mega Mario and Secret Maryo Chronicles.
Finally, a couple of updates sourced from the Game Tome - SEAR and Runescape have been updated. The former is a major component of the ambitious Worldforge project and the latter a popular Java-based MMORPG.
I hope I didn't miss much and I'm in too much of a rush to plagiarise organise screenshots. Next week normal service should be resumed, as well as the forthcoming layout update that will build on the current list. Enjoy your games in the meantime!





















