Sunday, August 18, 2019
Friday, February 22, 2013
Cube2 engine keeps on expanding!
The maybe most prominent and fully FOSS fork RedEclipse is still working on the promised new 1.4 release, with them doing some silly and some cool enhancement projects in the meantime... so yeah:
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Red Eclipse in Valve Time tm |
Kelgar Gameplay 0.8 - Indie DB
According to their github page, content seems to be libre (CC-by or CC-by-SA) but information is a bit scarce. Even less information is available for this other fork, called SabiCube, but you can download and test their alpha.
Oh and a bit older, but also interesting: the emscripten powered HTML5 port of Cube2, called Banana Bread, has also really picked up since the main emscripten developer was hired by the Mozilla foundation. Here you can see it running a multi-player game (very recent new feature), and with the upcoming (also Mozilla powered) asm.js Javascript speed-up, it will probably run at near native speeds in the not too far future.
Ok... I hope that is all... if you know of other interesting Cube2 powered projects, please comment below!
Sunday, December 16, 2012
Some upcoming releases
A bit delayed but probably right on time for the Mayan end of the world, we will see a long awaited new release of Cube2:Sauerbraten. Read about the release announcement here. Hmm, I wonder if it has already Occulus Rift support...
Also on the FPS front, AlienArena is having a major engine update, with a claimed massive 3-4 times speed increase in BSP rendering and more VBO improvements.
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Mars meets CounterStrike? |
Last but not least, GarageGames has announced that after the recent FOSS licensed release of their 3D engine Torque3D (see latest updates here, sadly no working Linux port yet), they will also open-source their 2D engine!
And in fact it will not only be a source-drop, but rather a significant update including a merger of their iOS code with the rest of the Torque2D one.
Also no Linux port yet, but just as for the 3D engine one will hopefully show up sooner or later.
P.S.: In case someone has missed it: SuperTuxKart had a very nice new release recently, bumping it up to version 0.8. See a video of it in action here.
Wednesday, August 29, 2012
Vote to get Cube 2 devs a free virtual reality kit (Oculus Rift)!
Vote here for Lee "eihrul" Salzman to receive an Oculus Rift for Cube 2 development!
Oculus Rift is the much lauded VR headset that was Kickstarted recently, making almost 10 times the initial goal in pledges. Unfortunately, it isn't an open project, however, one of the big names in FOSS game dev, Lee "eihrul" Salzman has been nominated to receive a Rift dev kit in a giveaway competition, hosted by Oculus.
Eihrul is the lead developer of the Cube2 "Sauerbraten" engine, that has had implementations other interesting technologies such as the "3rd Space" force feedback vest implemented, making Cube2 an excellent project to provide Rift support.
Vote for him here
Monday, July 09, 2012
Dev-Corner: Inter Quake Model Format and Open Source Gamedev Collaboration
As much as players or fans of various open source FPS games might view all these projects as competing, isolated islands, the surprising and hopeful truth is, we developers actually get together and talk about development challenges a lot. And in past discussions, one of those issues that stuck out like a sore thumb was content, especially animated content such as player models. We were all using our own various custom model formats or cast-off commercial formats (like id's MD5 or Valve's SMD formats) with related third-party export or conversion tools, with varying degrees of (dis)satisfaction.
Yet, what we all needed in this case was so eerily similar: we all just wanted a no-fuss, binary, skeletal animation format that was quick to load, had relatively small file sizes, and provided the commonly needed mesh data for Quake(-like) player models - not bloated with unnecessary "but what if..." features while remaining just flexible enough to fulfill the artists' needs. Existing formats like MD5, SMD, Collada, and others had complex textual representations that make them painful to load and often require significant internal conversions of the loaded data to get useful, renderable animation data out of them, often with frustrating omissions such as no ability to directly export vertex normals. Engine specific formats worked around these issues to some extent, but often suffered from poorly supported tooling due to the difficulty of keeping it up-to-date with various modeling tools and artist requirements.
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IQM Demo Model, Mr Fixit |
And what good is a specification without support? So again not much later, we went through the grunt-work of actually making sure the format was well-supported in the key tools our artists used and, of course, the engines we all developed. At the time of this writing, all commonly used versions of Blender have direct exporter and importer support via the IQM development kit, the model viewer and conversion tool Noesis can easily convert from and to the format, and the format has out-of-the-box support in various engines, including but not limited to, DarkPlaces (used in Xonotic, Steel Storm, and more), CRX (used in Alien Arena), Qfusion (used in Warsow), ioquake 3 (used in Open Arena and many more), Remake Quake along with its sibling engine DirectQ, and Cube 2 (used in Sauerbraten, Red Eclipse, and more). To ensure continued and future support by other game engines, the IQM development kit also provides example demos of how to easily load and animate the format, both on the CPU and also using shaders to animate the format on the GPU, for developers that are unsure of how to utilize skeletal animation or just want to see the nitty-gritty details of how the format operates.
Despite the format getting off to a great start thanks to the support of various developers within the gaming community, we still need your help and support to help this format be even more useful. If you happen to use some modeling tools other than Blender (as awesome as it is, people have their preferences) and wouldn't mind writing a simple IQE exporter script for your modeling tool of choice, or even more sophisticated IQM direct export support, we would greatly appreciate your contribution!
To get started with the format, please check out the IQM development kit and other IQM/IQE format resources at: http://lee.fov120.com/iqm
Thursday, July 05, 2012
BananaBread, Sauerbraten in HTML5
Bananabread is the spiritual successor to Syntensity (which added a Javascript scripting layer to Sauerbraten) only this time running inside the player's browser. It was ported using Emscripten, a C++ (LLVM) to Javascript compiler, and seems to have quite a lot of Sauerbraten's functionality ported over, including bots, multiple weapons, map editing, and even a Javascript api to control camera cutscenes.
It currently runs in the development versions of Firefox and Chrome and seems to get about 1/3rd to 1/4th of native fps. Get the source here: https://github.com/kripken/BananaBread
Wednesday, April 18, 2012
Tesseract, Cube2 next-gen'd
Personally, I'm looking forward to games that utilize to implement destructible terrain, and the inevitable Minecraft clones that come with it. So go out coders, and create!
Monday, November 21, 2011
Fan made trailer contests and other FPS news
So if you want to participate, have a look at their rules and check out these nice open-source tools for video capturing: GLC (short tutorial by our qudobup) and editing: PiTiVi or KDEnlive (sorry for being Linux centric here :p ).
In other news I can report that the Xonotic team is following up on their promise to report more news and developments on their Blog :) Check out the latest entry for a log read and many nice pictures.
Personally I am currently most excited about the mod "Overkill" with tries to take some features of the well loved instagib mode (sadly so much that it is sometimes hard to find anything but instagib games :( ) like right click laser jump etc. while keeping a variety of weapons that are a bit more appealing to non-instagib players.
Well, check out the more detailed description and pictures at the bottom of the post linked above! Oh and you can already play the mod by joining the test server with a vanilla Xonotic version (all needed files will be auto-downloaded).
P.S.: Here is a small video to show how it currently looks:
Tuesday, July 20, 2010
Assorted FPS news
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 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:
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.
Thursday, May 13, 2010
Combing Github for Games
Searching "game" quickly turned into "game -warcraft -framework -iPhone -life -cocos -Invaders" and I gave up such a general approach. Next up "fps".
- maroxe/fps - Soya3D-based shooter. Doesn't run, so I write a report. Project probably inactive, the history tells me. Next.
- ctmammoth/mammoth - "Tactical/strategy CTF-style FPS". Contains just a .sln (Visual Studio) file and dlls in the repo. Is written in C#. Obviously non-Linux. Next.
- treeform/simple-fps - "Simple fps demo for panda3d". Last action October 2009. It runs! Let's make a quick video, even though it's nothing, but the texture is kind of interesting. Lagging in the video [YT, TO] because of recording app I think. Next.
- mlambir/Pygame-FPS - "Wolfenstein style fps in pygame". It uses original Wolfenstein's gfx too. Nothing to look at, still recorded a video [YT, TO]. Last activity September 2009. Next.
- Michael-mrg/Sauerbraten - "Fork of the sauerbraten fps with a variety of convenience patches". Not going to test it, but nice to know there are Sauerbraten improvements on GitHub..
- gitpan/SDL-App-FPS - What a compelling... name. But then again, behind lame names, there sometimes are quality games! Requires SDL-Perl. The test suite tries to fullscreen and kills X.org in the process. Next.
- danopia/quak - "Implementation of duckinator's weird FPS idea". I don't know who duckinator is, but this sounds swell! OGRE-based. Won't start, let's rebuild OGRE. Doesn't help. Write report.
- spring/spring - Spring. Oh hi, I didn't see you there! And you brought a friend: the GPL/BY-SA game "Project Recoil" which seems to have at least some 3D & concept art going on.
- mrpouet/chenilles - "RTS worms-like". Can't say that I like those, the original is the best Worms-like game so far for me. No activity since > 1 year. Okay, we have terrain and a worm which won't stop walking. Not mucht, but have a video [YT, TO].
- shawn42/snelps - "Rubygame RTS" which is now over three years periodically in development. I was unable to test it this time however, due to rubygame problems on my side.
- dragly/loose_cannon - "Simple Qt's OpenGL RTS". I accidentally wrote an incorrect report but then got instructions for compiling the game. (Didn't manage to do it ye though.)
- Acedio/craft - "A simple RTS". This is a WarCraft 3-style WarCraft 2 clone (at least it feels like that)! Too bad it has nothing more than unit movement and animations. No more development since May 2009. Blender files of models are in the repository, so if somebody found out the license, they might become useful to some other project. Have a video [YT, TO].
- jvranish/SpaceWars - "RTS with an emphasis on gravity". It seems not to work. Bug report. Next.
Let's try "rpg".
- Can't run | can't run | can't run | can't run | a renderer [YT, TO] | not pretty but functional [YT, TO] | too complicated to set up, no convenient package of pybox2d for Arch Linux | a little something [screen] | A pre-alpha Panda3D RPG [YT, TO] | tiled map, I could watch this guy
all day | no content [screen]
- foxostro/arbarlith2 - Finaly something more 'robust'! Charlie once mentioned the game in a post. Rather complicated to compile (see readme) and fails too, so I created a report and hope for support.
That wasn't much fun... Um, "adventure" anyone? I'll ignore games I can't run for the rest of this post.
- kallepersson/subterranean - This one is playable! (Only one quest to solve but it has music.) One great thing about it is that wheels are not being re-invented for it, it uses an adventure engine that was the product of a PyWeek challenge. Here's a little video [YT, TO].
- codingisacopingstrategy/ countryoforigin [homepage] - This one is a ScummVM adventure, where dialog and philosophy appear to be the key to winning the game (does it even matter?). It looks so retro but breaks its visual predecessor's habits in a way, that reminds me of Mr. Rohrer's games.
- Droggelbecher/Grail - An adventure engine with parallax drawing, noir graphics and no interaction as of yet. A video shows the effect and animations [YT, TO]
What a clusterfoo! I hope you enjoyed it nonetheless! The next post I'm going to write will hopefully be a one-game one. :)
Friday, February 12, 2010
Pretty Warzone; What's to see in Linwarrior; Sauerbraten and content
Hmm... I wish there were "tower defense" maps for Warzone 2100... and that moving units wouldn't be such a torture.. Speaking of torture, do you wish you could test WZ with new textures but don't have the time to figure out how to get the svn version? Well, maybe the following showcase video of the textures in-game will ease your pain. ^^
LinWarrior3D 2009_11_08 r15 was released a while ago. As a lover of the game that served as inspiration for LinWarrior, I'm compelled to like it. After all: you can shoot (and destroy stuff even!), you can move torso and legs individually and you have a wingman.
On the other hand, there is no mission goal and the game lacks any mech customization. Also I really miss a "STOMP STOMP" sound.. As for the game's name: well, at least they don't call it "FreeMech". :)
There's quite a bunch of new content in Sauerbraten's subversion repository, taken from Quadropolis, their community content sharing web site. However, [Insert expressions of discontent about licensing choices of others here].
I am quite surprised how much new content Quadropolis is attracting. On the other hand a discussion was started on OpenGameArt's forums, discussing the additional hardships of creating free as in freedom art, which kind of explains it. On the other, other hand, OpenGameArt is doing not bad as well, it attracts contributors who would probably never find a fitting project for their art and keep their works on their hard drive until the next disk failure should have separated them. I wish that projects would start telling their contributors to upload their works straight to OGA though.
I also hope that the community content sites set up for SuperTuxKart, VDrift and WorldForge will help contributors as they are supposed to.
Saturday, January 16, 2010
Cube2: Is it finally taking off?
So what can I add to this? Well first of all I forgot to mention this awesome TBS in my last post: UFO2000, which is of course like UFO:AI a clone of a very well known series.
And I should have also mentioned Stellar Forces which is a remake of Laser Squad :)
Cube2 Engine
So as you might have guessed todays topic will be the Cube2/Sauerbraten engine, which besides being a mighty fine game on its own, has also spawned some great offspring projects lately. Blood Frontier has been mentioned before and since there have not been any new releases since then I will keep it short and just mention this video review which gives you an idea of the game play. But check it out if you have not done so yet!
Platinum Arts Sandbox
Plantinum Arts Sandbox has also been mentioned here before, and could be quickly described as a game development platform aimed at kids (and adults), utilizing all the nice in game editor features the Cube2 engine offers (and more).
Recent news are that they are hosting a nice contest , they have also just announced a new version. And besides offering the usual amount of fixes and updates, it now boasts a really nice 2D platformer template for you to create new games:
Furthermore they have templates for RPG projects and for wanna be film makers a new tool called movie cube (movies made with game engines are also called Machinima for those unfamiliar with the term).
Syntensity
Syntensity is a project quite similar to the one mentioned above, albeit with a more mature focus. Their feature list is long and even though still under heavy development it is starting to be a really nice tool for game developers.
And besides the fact that we are happy to announce that they have chosen our network for hosting their community forums, they have also recently released a really nice new game template called Razanak:
So check it out via the Syntensity lobby (the mod gets dowloaded automatically when you enter the corresponding portal), and see for yourself what a powerful game making tool Syntensity has become.
Wednesday, May 06, 2009
Sauerbraten Trooper Edition, first playable Mark IV network Demo
Cube 2: Sauerbraten Trooper Edition has been released [download]: new logo, new maps, new weapon looks, bots! (from BloodFrontier), movie recording function (I have to check this out ASAP), rag dolls, new music, and so much more.
The bots are rather dumb as of now and don not know what a powerup is yet but they're definitely better than no bots at all. What I found most amazing about this release is the characterization of the player models. Each of the three has a little back story. I felt that Sauerbraten had no soul before this release. Now it has a little soul. :)
The tank simulation engine Mark IV [project, web page, blog] v0.80 Alpha-1 is out and first-time playable over network. It however uses FMOD (which can be avoided, see this) and RakNet. Windows users will be able to use the pre-compiled binary.
A little arcade
Atomic Worm has recently been open sourced. It appears to be a Pacman-Snake mix plus different grid types plus the visual style of Transcend. Source available here. It uses the PopCap Framework, which appears to be free software.
Do you like cruel, hard moon lander games? If yes, OldSkoolGravityGame was made with you in mind! It may look harmless, even retro-pretty on video... but I have felt the pain...
O_O
Portable game packages
The Damn Small Nexuiz (DSN) project provides a slim version of Nexuiz with the aim to make it playable on netbooks. Deja Vu?
Speaking of reduced weight: Spring RTS Engine Portable is a win32 Spring (RTS engine) package that doesn't touch the registry.
Tuesday, December 30, 2008
Freedom is Fun
Happy festive season to all those who are celebrating, and commiserations to those who are missing out or have not been blessed with a nice Christmas period.
Many thanks to Q for being a custodian of the blog. It would surely have died long ago but for his endeavour and I deeply appreciate his ongoing efforts.
I have a queue of interesting things... like this lovely screenshot of a NYC map for Sauerbraten that pushes the engine's performance.
There was a Christmas release of SuperTuxKart and it's full of goodies. Verison 0.6rc1 (an rc, thusly YMMV) offers (among a lot of new tracks and other improvements) improved physics with skidding, nitro, a better AI, and positional sound effects. Sounds super.
Gearhead2 is now completable as of the latest release, version 0.530, meaning that it is no longer a tech demo but a real live game. It's a futuristic / mech-based graphical roguelike and a very nice one too by all accounts.
I really liked this UFO:AI "Starchaser" interceptor (right). I'm looking forward to 2.3 which should be another impressive release for the project.
Vega Strike has had a lot of speech packs contributed in the last few weeks. To preview them you'll have to head on over to the VS forums (sorry, no direct links). I'm sure this will make the next release of the game more atmospheric. Whilst core development seems a little cool at the moment, the community contributions are as active as ever and I predict an explosive release sometime in 2009 that makes people go, "Wow, that's what open source can do." I also mined this nugget from the Ogre forums when procrastinating the other day (hellcatv is a lead VS dev, VS is prospectively getting ported to OGRE, and that thread is about a feature that looks particularly useful for transitions between space and planetscapes). Yes, that is rumour-mongering, and I'm proud of it!
Scourge is getting nicer lighting, there's a poor quality video on vimeo of it in its infancy (the effects have since improved). There was a bump with the 0.21 release, which got pulled and replaced by 0.21.1, but now that's sorted out development momentum has returned and already 0.22 looks promising.
I don't monitor nearly as many projects as I used to. Are there any other impressive screenshots you guys have seen lately? Any other projects looking promising for nice 2009 releases?
Tuesday, June 17, 2008
RubyWeekend, but also PyDay
Yesterday the first RubyWeekend ended, which is a two and a half days Ruby game creation competition. The topic was "Pirates Versus Zombies!"
Seven contributions were made: kiba's digital piracy parody The CopyPirate [video], atiaxi's tbs Port Town [video], satoshi's console-based footracer [video], jlnr's ZombieSoccarrr [video], ippa's Zombie Horde [video], jacius' Election Year: Zombies vs. Pirates! [video] and trejs' Caribbean Onslaught.
The submitted code had to be released under an OSI-approved license and all media under one of the Creative Commons licenses (alternatively public domain for both.)
The contest is being hosted on the forums of Rubygame, which is a SDL-based Ruby media library. Most submissions are based on it, some use Gosu.
Another competition ended on Saturday: PyDay #2 - a rather fresh 24-hours Python game making contest and the smaller brother of Ludum Dare, which is the granddaughter of PyWeek.
You can download an archive (.7z) of all contributions. Or pick them individually. Or just watch some of them.
I also seriously recommend two out of the three PyDay #1 games. They're in the video at the end of this post.
While some games turn out terribly (it will be either less than ugly graphics or inhuman controls), gems tend to appear on such contests. I love the idea of brain-storm programming, even though results are likely to be buggy and incomplete, the important thing is that a playable model of a game exists. It allows to see the potential for fun.
For example I enjoy playing Port Town much more than I should. It's a game based on boring random numbers, where you get a random number of units and position them in a part of the town, where they fight and win randomly. The tiny detail that zombies will convert humans to their own kind is what makes the game shine for me. Also the zombies start on the graveyard and the pirates start on a ship. It makes so much sense! I see a lot of potential in this minimal Risk-like strategy game. It only needs a bit more complexity and then a bit more graphics.
Another example is The CopyPirate, which is no fun to play at all for me, but which has a cool scenario. You're a pirate, who has to steal some music and escape to the intertubes while avoiding the RIAA's Zombies! How awesome is that? I hope this scenario will find it's way into a decent satirical game someday.
There is one problem with short time game contests' results though: documentation. I think it's a big deal, as many contest contributors won't be willing to spend any more time on their quickie creations while being the ones who understand the game's code best. (The reasons will be "The source is sooooo dirty!!", "I would, but I got this totally awesome idea for my next game!", "I'll rewrite it instead, rly!!", "I don't care if you like it, I don't!", "I'm lazy!" and "I can only work under pressure!") But at least the small size of the games protects against total unsuitability for further development by others.
I'm looking forward to PyHour. Less is more!
[Edit] This just in: Sauerbraten has the new release "CTF Edition" for Lin/Win/Osx. There's a changelog. I've noticed following new things: pretty weapons (which have been in the code repository a long time now), new maps, new capture the flag game mode. New models too I think. Fun!
Thursday, March 06, 2008
Screenshots are for wimps
Glest 3.1.2 has been released (changelog, linux). Fixes, minor improvements, good to see some sustained activity for the project and hopefully it keeps on going like this.
SuperTuxKart 0.4 is being packaged as we speak. Eventually (although not yet as of time of writing) they'll be up on Sourceforge. It goes from being quite a naff game (STK 0.3 was basically TuxKart with better graphics, and TuxKart has some serious gameplay flaws) to being really quite a good game. Now it is a bit of polish and some better tracks away from being a great game. I suggest you try it out, the improvement is massive, and if 0.5 brings the same level of improvements as this release, then STK 0.5 will be a very good game indeed.
There's a bit of competition around the corner though. Platinum Arts Sandbox 2.1 was released. This is a sandbox game aimed at kids and this version contains a kart racing mode so kids can build their tracks in the very easy Sauer environment (PAS is a Sauer derivative) and then race on them all without the game without specialist tools or knowledge.
Speaking of Sauerbraten, here's some videos showing how basic world editing works.
Word War vi (that's vi as in vi vs emacs as opposed to VI as in 4 6 (d'oh! dang roman numerals...)) is a side scrolling shooter which is, well, kinda geeky but also kinda fun. (Did you spend a few secs thinking "World War IV" too?)
Finally, the Secret Maryo Chronicles project is looking for a new name to get away from copyright trademark issues with the Mario franchise. I'm sure all good ideas are welcome.
In case you didn't guess from the title, there's no screenshots in the post. I'm too busy to do it today! Edit: Ok, thought I'd post this Word War iv vi video since it's kinda cool:
Saturday, January 26, 2008
Saucey
Sauce the Game is a new video review effort for open source games. His first review was of Tremulous, obviously a favourite game of his. It'll be interesting to see where this goes, good luck to him.
FreeOrion 0.3-rc7 was released. The changelog since 0.3.1-rc6 contains quite a few new features. I don't quite understand their versioning system. To me 'rc' means 'release candidate' which means, really, you shouldn't be adding features. Especially since this is a sub-1.0 codebase, why not just do 0.3.1, 0.3.2, ..., 0.3.n? Oh well, I should be thankful that version numbers count for much less than effort and there's plenty of effort in this game which really looks lovely.
Lots of action in the Sauerbraten forums if you ever look. Somebody is trying to recreate New York City and doing it in style.
Other stuff focuses around trying to remedy the problems causing Sauer to be rated the worst FPS shooter - which in fairness it probably is. It is, however, by far the best open source FPS technology and platform, as evidenced by games like Blood Frontier and Eisenstern. If they can polish the default gameplay of Sauer itself, it's a bonus. Blood Frontier has seen a number of feature additions that may or may not go back into Sauer SVN, but it'll be a great advert for Sauer when it's done.
Battle Tanks now has a level editor. It's a fun little game.
Short n sweet today. Adios!
Tuesday, January 08, 2008
Happy Gnu Year
Well, well, it's 2008. Happy birthday time! Thanks to Qubodup for posting, and I'm sure he'll be doing so regularly this year.
I'll just catch up with a few of the other game releases over the festive period that snook under the general radar, and suprisingly so too.
Simutrans 0.99.17 got released on December 20th. It's a "stable candidate" due to the increasingly few major bug reports the developers are receiving. The game has improved immeasurably over the last year. Given that Simutrans is now Free Software, it's a bit of a shame that it doesn't get as much publicity as OpenTTD which (people forget) still requires proprietary data. They also have a new website at simutrans.sourceforge.net in addition to the community site www.simutrans.com. And, whilst OpenTTD engages in a still far-away effort to create a hi-res version of the game, Simutrans is already playable in 128x128 tile textures and looks fantastic. And you can play it on BeOS!
Egoboo 2.7.5 came out. It's the biggest update since the original release of Egoboo, however it doesn't work in Linux so we'll go into more detail when 2.7.6 comes out. Windows users should check it out regardless.
VDrift "Christmas edition" is available for download. There's a rewritten physics engine in there, among many other improvements. Also, now the VDrift community has attained somewhat of a critical mass, instead of including all available cars and tracks (of which some were of dubious quality) this release only includes those that are of a high standard. It's pretty awesome looking but I don't understand drifting so I couldn't drive around corners. I hope they provide an arcade racing mode in the future.
I'll wrap up with Sauerbraten "assassin" edition. Released just before Christmas, this release brings hud guns amongst many, many small iterative improvements. Sauerbraten recently got rated 7th out of 7 popular Free Software shooters. The reason being that, despite it's community-map-editing innovations, most of the content isn't so great and there aren't many people playing online, so it's more of a tech demo. I'd say that's fair, but something Sauer does [other than innovative technology] that other games don't do is provide a platform for creating new games, such as Blood Frontier and Eisenstern. I have a feeling that 2008 will be a great year for Sauerbraten and it's mods, where the effort of the last few years comes together very nicely.
Wednesday, September 26, 2007
Return of the Jedi Gamer
WWWWhaaaat?! 3 days since I last posted? Disgraceful.
Oh well, trying and make this one interesting I guess! ;-)
Blood Frontier, a single player FPS using the Sauerbraten engine, has seen it's first alpha release become available for download. As it's a Sauer mod, it works on all major platforms. It aims to provide an atmospheric single player experience with depth, one of the major missing open source genres. The game development will be open source but I don't think there's anything in SVN yet as the main author doesn't know how to use SVN - but that'll change.
I think games will start emerging from the Sauer stables now the engine has matured a bit. There are thousands of game modders out there producing content for free for commercial titles, and I think Sauer could attract a lot of those if the community makes a lot of noise about it. Of course, it's not perfect, but community projects can be improved and cater to the community, so it's a powerful platform for creating Free games.
Let's start with the first screenshots of Vega Wars - a marriage between Vega Strike and Vega Wars. Whilst these are simply Star Wars models in-game, creating a decent amount of game content is one of the most time consuming aspects of mod-creation (and Vega Wars is a mod) so it's good to see that part being made significantly quicker by gaining access to the vast majority of required models, all of which are of considerable quality in both detail and accuracy.
Speaking of Vega Strike, development is very active at the moment and there's only a few minor things left to do before the next major release. There are still a lot of improvements to be made to the game but the combination of active development and an active community will see to that. Hopefully from no onwards releases will be more frequent and less signficant.
There's another Egoboo Resurrection release. Version 2.4.3 is another impressive update and if it keeps going Egoboo may actually be better than it's predecessor. Saying that, it looks like SoulFu is becoming fully open source with talk of a Sourceforge project appearing in the near future to manage development. Egoboo is still only distributed as source and a Windows binary, but the source version should (I'm told) compile on Linux although a few graphical glitches still remain.
Time to take the two Free Gamer hounds for a walk, lest they start eating my feet in nervous desparation.
Wednesday, August 29, 2007
Oh no more updates
The latest Sauerbraten release is now available from getdeb, and since I have a new spiffy laptop I thought I'd give it a try. The RPG levels are pretty awesome to look at - now maybe I'm not quite up to date on the latest commercial offerings but compared to recent popular commercial games like Enemy Territory and Half Life 2, a well designed Sauerbraten level looks very nice indeed. The grass and water shaders look lucious.
I wanted to take screenshots of Sauer but it seems to have a few problems - occasional hangs, dumping me back into low-res X - and I'm too busy to resolve them. So somebody asked for a few Freeciv SDL screenshots, which I oblige.
Irrlamb 0.0.5 is out, introducing springs and other new features. The Linux binary won't work out-of-the-box on Ubuntu Gutsy :-( so I haven't tried it, but it seems to be shaping up nicely. Window and Ubuntu Feisty binaries are provided.
There's also a new Thunder 'n' Lightning release. This action / flight combat project is becoming a much more playable game; performance enhancements, more graphical effects, and more deadly enemies. It is available as an autopackage - so should be easy to install for Linux users, and there's a Windows binary too. I'm a big advocate of using autopackage for games because it makes it easier for people to play your FOSS game.
I'm not posting videos on Free Gamer at the moment because, well, they don't work with Gnash and I'm not too fussed about setting up the proprietry Flash package. Gnash does claim to be compatable enough to play YouTube videos but sadly not on my machine.
There's also more talk going on relating to a consolidated Free game art effort in the comments of previous posts - at some point I'll be less lazy and summarize it all. One of the guys is designing a website for it and it will be the first official www.freegamedev.net project.