Showing posts with label supertuxkart. Show all posts
Showing posts with label supertuxkart. Show all posts

Friday, June 06, 2008

FreeOrion 0.3.9 and SuperTuxKart 0.5


FreeOrion star map detail

Cheer, for a new release of the awesomely pretty FreeOrion has seen the light! This time both Windows and GNU/Linux builds are provided. Here are the features:
  • New and updated art (tech icons, nebulae, map stars, etc.)

  • Gassy substance on the map to give galaxies shape

  • Reworked drag-and-drop design screen

  • New ship parts

  • Python AI interface improvements

  • Minor UI improvements

  • Bug fixes

Check out the Roadmap to see what to expect from future releases!




FreeOrion icon art

OpenGL will be required in coming versions (currently it's semi-required). While I know that there are people who have old machines and countries where it's non-trivial to get reasonably fast hardware, I can't say that I blame anyone for using hardware acceleration and even making it a requirement. I think it's rather the job of Libraries to allow programming games which make use of OpenGL and will automatically disable effects and use software rendering when no acceleration is available.




SuperTuxKart 0.5

SuperTuxKart 0.5 has been released. Along with new and improved tracks, a new game mode, some new music and translations have been added (German, French, Dutch, Spanish, Italian and Swedish). Mac/Lin/Win binaries are available.




track-editor

I only realized SuperTuxKart's activity after their forum was created on the FreeGameDev forums. One example is the creation of the tile-based track-editor by Baskervil. There's also interest in making SuperTuxKart switch accessible.
A switch is an assistive technology device which replaces the use of a mouse, keyboard, controller or joystick which severely physically or cognitive disabled may find difficult to use.


In other news: New versions of Alien Arena, Everborn, LordsAWar and Blob Wars : Blob and Conquer. My compliments to nath for being very report-active on LGT. :)

Wednesday, March 12, 2008

New Features and Python Programmer Required

In case you didn't notice, there's a bunch of flags under the title of the post. As pretty as they are, they are not window dressing, no no, they allow you to read Free Gamer in different languages. I have an army of monkeys in my house tapping away on imported laptops and every now and again they succeed in translating Free Gamer so I decided to put the fruits of their labour online. (Thanks to Qubodup for this!)





SuperTuxKart


SuperTuxKart now has it's own category in the FreeGameDev forums. Hopefully this will help the game's community and development as STK 0.4 shows a lot of potential.



The forums have been more successful than I ever expected. 200+ users, 5000+ posts, 500+ topics, and amazing hosts. Hopefully this is a sign of things to come and the community will burgeon from here on in.



TK-RemiX is looking for Python programmers. It is a 2D isometric action game using the maturing engine FIFE. The reason I'm pushing this here is they have some awesome graphics already (scroll down) and plenty of media contributors and this could quickly become a cool game but for their lack of a Python programmer. Now I have come to understand that Python programmers are really common in the world because Python is apparently really easy. So this imbalance, a project with lots of great artwork but nobody to put it into action, is not something we can allow to continue, is it? So let's find somebody capable of turning this project into a game!



Hellloooo! Available Python Programmers!!! ARE YOU OUT THERE?!?!

Monday, March 10, 2008

Wesnoth Battling Onwards


Battle for Wesnoth


Well the big release of the weekend is Battle for Wesnoth 1.4 (changelog). Not too much to say about this game that hasn't been said hundreds of times before. It's simply the best open source game project going. Hundreds of contributors, graphics rivalling contemporary commercial 2D games. Over version 1.2, Battle for Wesnoth 1.4 brings 7 new campaigns, major UI improvements, major multiplayer improvements, many improved graphics (the portraits are stunning) and many bug and balance fixes.



Wesnoth is so popular that the response to this release seems to have overwhelmed parts of their website. The wiki and forums are unable to cope.



I'm wondering where they will draw the line with this project though. The main developer has since moved on to SilverTreeRPG. Obviously they could keep adding campaigns, refining the graphics etc, but surely at some point you want to say "this is it, this is the final v1 of Wesnoth" and look at making v2 which is a significantly different game (be it improved or different storyline or whatever). They surely just can't keep on evolving this version because then, well, it seems to be a bit of a waste of resources that could be used to create a different version. Once a game is complete, development is of diminishing returns. Sure, you can make it a bit shinier, but it's of much less value to the game playing community who [I think] would rather see major strides made on a new game rather than the same game have relatively small improvements.



OpenFracas 0.4 (currently just for Linux and Windows), "a free, open-source game that is similar to Risk." There's more gameplay features than in standard Risk, and it's also well done, so check it out if you like that kind of strategy game.



SuperTuxKart 0.4 is now up for download. No screenshots of 0.4 on the website, although it looks the same as 0.3 for the most part.



Space Exploration v5 - a fun little 2D space exploration and trading game. This version greatly enhances the UI, but I think the Java detractors will love this version because it's very very slow. I suspect the author isn't too experienced on Java graphics programming and as he learns more it will speed up greatly. Anybody who believes Java is slow should try out the rather spiffilicous JCRPG which not only looks beautiful but is very fast too. A bit of perseverance and Java "force" is all that's needed.

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:



Tuesday, February 26, 2008

Develicious

SuperTuxKart 0.4rc1 has been released. It replaces the physics engine with bullet for collisions, and subsequently is far more fun to play. Some track improvements, a new character, better AI, music, and other features. I'll be honest, I thought 0.3 was unplayable because of the terrible collisions. I had a quick go of 0.4rc1 and it's much more fun. I still think the tracks are generally lacking but the game being more fun should encourage more contributors so hopefully we'll see some good tracks contributed this year.



If you love MarioKart or just love SuperTuxKart, and have some good ideas for tracks, sketch them down and contact the STK team who are very receptive. Also they are looking for original gameplay ideas to give STK it's own identity, so contribute those too if you have any.





FreeTrain

Bloodmasters


There's been a major development with the FreeTrain project. For those who don't remember, I ran a campaign asking for help translating FreeTrain to English. It's a mature open source game but was, until last year, only available in Japanese. We got it translated, but it was very Windows/.NET dependent and porting to SDL/Mono proved tricky. With the effort stalled, I asked on the Mono mailing list if anybody might be able to help. Within a few days a Mono developer provided a patch to make FreeTrain build against Mono! It still doesn't run, but things are a lot easier already and a Mono/SDL version should run on Linux and MacOSX, which will breathe new life into the project and it's community. Looks like 2008 could be a good year for FreeTrain. :-)



The FreeTrain project is looking for able C# developers (there are plenty and not-so-many C# games) to make it rock on Mono/SDL so don't be shy if you are a C# guy. ;-)



I reported yesterday that Bloodmasters was going to be released under an open source license - well developer Pascal vd Heiden was not just true to his word but very fast to act, and it can now be found in SVN on the Sourceforge project. The game is licensed under the GPL. It's 400mb though, not for the feint hearted. Note to self: this game needs a review.



I also mentioned yesterday we have a great new theme for the FreeGameDev forums (aka Free Gamer forums). I forgot to mention that it's not yet the default skin. You need to login (registration required) and switch to 'qubodup2' to see it. Edit: Due to an admin issue the new theme is currently not working. D'oh! Third time lucky tomorrow, eh?

Saturday, November 10, 2007

A Day With Charlie Junior

I had an opportunity the other day to do some game playing with my son - so I had the constraint that the games had to be playable by a 7 year old, meaning favourites of mine like Fish Fillets were generally ruled out.



First up was the ever-popular Super Tux. The young lad was an experienced campaigner at this so it didn't hold his attention for too long. However, whilst we were playing, I did notice a number of things that I think need addressing in the game:



  • Complete lack of originality

    They have copied Mario down to the core. It's a clone with different graphics. Every Mario aspect (gameplay, enemies, etc) has a "skinned" equivalent in Super Tux. Really, it's one thing to be inspired by another game, but to clone it down to the last detail? I don't know, maybe I'm being harsh (after all, I'm a Freeciv fan) but I feel there's a big room for improvement in this regard. I especially don't like the fire flower; can't we come up with some good alternative upgrades?

  • Very unbalanced levels

    The first level is really easy - as it should be. However that quickly changes. After 3 or 4 levels I'm starting to struggle to complete them. After 7 or 8, I find myself quitting the game in frustration at missing another long-jump-to-narrow-platform. The game is completely unbalanced and way harder than it should be at an early stage. One of the reasons the Mario games worked so well is because they were very well balanced. The game never really got hard until about half-way through (and that's a lot of levels). There is far too much acrobatic jumping required in Super Tux. They need more levels where the acrobatics required are compensated for by having a floor to catch you so you don't die repeatedly. The level designs are just too unforgiving.


Moving on, we went with Super Tux Kart. This went down quite well with the young'un initially but interest quickly waned. Again, the culprit is the design of the levels/tracks, which are generally atrocious. One of the keys to the addictiveness of Mariokart was the simplicity of the majority of the tracks. They had straights and few tight corners, meaning you zipped around them, the nuance being in how to get around them with minimum slowdown. Super Tux Kart levels have no straights (none of them) and are all mazes. Just staying on the track can be a challenge. The AI itself is not challenging at all. The physics is diabolical (but this has been fixed in STK SVN which now uses the bullet physics engine). Still, a lot of work needs doing.




Funguloids


Going for something simpler but more complete, I installed Barrage and Those Funny Funguloids. I was having a great time but then I got a jab in the ribs and a stern look, so we moved on.



Bomb Attack (happypenguin entry) was the first game we played that he really got into. It is a well executed bomberman clone with cute graphics, although it is still a bit incomplete.



NJAM also was popular. It manages to give Pacman depth, an accomplishment in itself. Whilst he played those two games I had enough time for a nap!



Next up was Freedroid RPG. This game has some really lovely graphics - although the main character graphics look awful. It was a good game but there's a lot of reading required, a lot of talking. Also it's not exactly obvious what you need to do - places are mentioned but are not easy to find. The level of gaming knowledge required was just a level too high to retain the attention of a 7 year old.



The final and most popular game of the lot was Blob Wars: Metal Blob Solid. This 2D platform game looks nice, is fun to play, and is not so difficult that you find yourself repeating the same few seconds of gameplay over and over again - yet isn't so easy that it is boring to play.



All being said, I was a bit disappointed that I couldn't come up with more good Free gaming options. Other than stuff like GCompris and Tux Paint which he is starting to grow out of, it was difficult to find him a good Free Software game that held his attention yet didn't require a degree of experience beyond the reaches of a typical 7 year old. In the end, he spent most of his time on the Play Station 2 with Lego Star Wars (which was actually a lot better than I expected it to be).



Are there any obvious open source games I missed out? Suggestions welcome. :-)

Wednesday, August 15, 2007

Bored Gamer

There's very little of note happening. I should use the opportunity to work on some more interesting content for Free Gamer (fixed lists? awards? etc) but instead I have a new laptop (shiney!) and so will spend time fiddling with it.



Want to know what the Linux Game Tome looked like 10 years ago?



Where is FreeCiv 2.1? Patience is a virtue, but an updated beta would be nice. I'm contemplating checking out latest SVN to see where it's up to.



I played SuperTuxKart 0.3.0 a bit. Lots of potential but still rough around the edges. Some very dodgy collision detection, very annoying instant deceleration if you go slightly off the road, and only 1 really decent track (island) plus a couple of OK ones. Most of the tracks, IMHO, are not worth including.



There's an interesting list grumbel's grumbles; things grumbel thinks are wrong with SuperTux. I think he's spot on with most of them, he's an astute game programmer (Free Gamer interview) and fixing most of what he says would make SuperTux a very, very nice game.



The www.freegamedev.net forums (still need to rebrand them - still looks like the Free Gamer forums) are doing well at our new host after the [old host] freeforums.org data loss forced us to start over - nearly 50 users and nearly 500 posts in a few weeks. Hopefully it is a sign of things to come with the Free Software game development community consolidating it's efforts and improving on the fractured nature that afflicts Free game development. There's a lot of duplicated effort, lots of good small projects that don't get recognised and don't make it, and projects missing artists and projects missing programmers that could work together better. Hopefully www.freegamedev.net can serve as a place to solve these kind of problems.

Saturday, July 21, 2007

SuperTuxKart 0.3.0

Well let's start with the fact that despite the complete lack of any announcement whatsoever and no update to the website, SuperTuxKart 0.3.0 is available for download and has been since the 5th July. Well, I'm doing the announcement for them it seems. ;-)



This Super Mario Kart inspired game is available on all popular OSes - Linux, Linux PPC, Mac OSX, and Windows. There's quite a few new features in this release that is a massive improvement over version 0.2:



  • Highscore lists

  • Shortcut detection

  • Improved AI

  • Fullscreen support

  • New track: the island

  • New kart: hexley

  • New penalty: bomb

  • MacOSX support

  • OpenAL and ogg-vorbis support

  • Two new Grand Prixs

  • Improved user interface


I've no idea why it hasn't been announced anywhere. Thanks to the commenter who point out the fact it is available after I complained yesterday about it not being released yet. (Comments are helpful!)



Vega Strike development news - 0.4.4 has been branched. Expect a new version in August once a bit of bug squashing and play balancing has been finished on that branch.



There's also an update on the Dungeon Digger website. With development restarted hopefully this game will become playable soon. I loved the old Dungeon Keeper games so I'm quite eager for this project to make progress. :-)

Friday, July 20, 2007

Counting the Days

I dunno what happened yesterday. A combination of not-much-happening and being-very-busy I guess.



I wish SuperTuxKart 0.3 would come out, and FreeCiv 2.1, and SuperTux 0.4, and a bunch of other games that are close to release but just are taking ages to get over their respective hurdles.



Promisingly there's quite a bit of movement on the Pingus revival. People are working on an SDL port for it and it's mostly back to it's previously released state of the Lemmings-like game. The number of interested contributors bodes well for future development which may see a decent level editor among other cute features. For more information the best place is probably the Pingus forum.



Development of Mars: Land of No Mercy continues at a steady pace. There's plenty of new graphics going into the next version of the game which may also be playable in a tech demo kinda way. I was trying to post a sceenshot to give readers an idea of what the game is going to be like, but my current location has such a poor net connection that it can't upload to blogger. Anyway, the game is 2D isometric mech turn-based strategy.



Pi Armada, a Wing Commander Armada clone, has a new project lead. His first priority is to make it work on Linux and Macs since currently Pi Armada only runs on Windows. Since it uses Python/Pygame and Vega Strike, all of which are cross platform, porting shouldn't be too tricky. It's quite impressive how games are based on the VS engine.



Anyway, I'm going to go back to day dreaming. May I return with more newsworthy content tomorrow... ? ;-)

Friday, July 13, 2007

Interstate Outlaws

Interstate Outlaws


Interstate Outlaws is a 3D vehicle deathmatch game based on the 2 Interstate games released by Activision. Developed using Crystal Space, they announced their first public release which shows a lot of promise. It is available for Linux and Windows.



It reminds me a little bit of Automanic which is also a 3D vehicle deathmatch game based on the Interstate games and developed using Crystal Space. Automanic development seems to have stalled for the time being though. :-(



There's rumblings of development resuming on Dungeon Digger, the Dungeon Keeper inspired project. Good. I was getting concerned that it was another early, promising project to bite the hard reality dust.



FreeCol 0.7.0 is supposed to be out today. Also SuperTuxKart 3.0 was branched a week ago in svn so must be imminent too. Both should have Windows and Linux releases possibly with Mac releases to follow later.



*twiddles thumbs impatiently*

Thursday, July 05, 2007

Bos Wars and Glest with ATI

There's a preview version of Bos Wars 2.4, an RTS in the style of Red Alert, available for download for Linux and Windows (and should compile on other OSes). This version introduces...

"a completely new rate-based economy. Energy is produced by power plants and magma by magma pumps. Building also consume resources continously instead of requiring an upfront payment.


It sounds interesting. Bos Wars development is very active although the majority of developer communication happens on irc instead of the mailing list, which can make it look - to the casual onlooker - as if not much is happening. They could probably do with a devblog too!



Freedroid RPG


FreedroidRPG 0.10.2 final got released as well - well, renamed from 0.10.2rc4, whichever way you prefer to call it. One thing I didn't mention yesterday was that I really like FreedroidRPG's graphics. They are very distinctive and quite good. :-)



The SuperTuxKart 0.3.0 release is tantalisingly imminent. Announcement will be any day now, perhaps over the weekend? A lovely new island track and Hexley the platypus character are two highlights of a significant improvement over the previous version. This game has a lot of potential, so hopefully this release will get a few more people interested in helping out with the development.



Speaking of project communities, Glest, the rather well done 3D fantasy RTS, has quite an active one despite the seeming inactivity of the main developers. This guy has released a final version of his Indian faction for the game. The faction has involved, including learning, some 500 hours of work so is worth checking out. Another guy has a blog dedicated to Glest and there's more WIP factions happening in the Glest forums. Admittedly some of these fan efforts are more enthusiastic than they are well executed, but everybody starts somewhere so good luck to them. ;-)



On a side note, if you are a Linux user with an ATI graphics card and have problems running Glest, this tip might help out.

Friday, April 06, 2007

Interview: Ingo Ruhnke aka Grumbel

In the first of a new wave of Free Gamer content, Ingo Ruhnke aka Grumbel and one of the most prolific open source game developers around has kindly taken the time to do an interview.



Please note that Ingo's first language is not English, and I've not modified his answers in any way other than to sanitize links. I have made a few notes on his answers at the end of the interview. Many thanks to Ingo for taking time to answer my questions, especially in so much detail - much more than I could have hoped for! :-)



Just in case you left your brain at home today, the questions are bold and prefaced with a Q - and the answers, er, not bold with no Q.




Q. In my best Cilla Black accent, "What's yer name an' where d'ya come from?"


My Name is Ingo Ruhnke in the real world, on IRC and web forums I use to call myself Grumbel. I am coming from good old Germany from a town called Bielefeld:



http://en.wikipedia.org/wiki/Bielefeld_Conspiracy



Q. And what do you do for a living?


I am going to end my studies soon, not yet sure what I will do after that, I thought a bit about turning into the independent game business, but not sure if I will actually do it in the end.



Q. What is your favourite open source game(s)?


Adonthell, since it happens to be one of the very few open source games that actually has story, characters and dialog, it also happens to have the best music of any open source games rivaling even that of many commercial titles. The gameplay of the game is very basic, but story, characters and stuff are just so good that its simply not an issue. Its not the longest game around, but the most interesting one.



Q. What is your favourite commercial game(s)?


That would be Another World and The Longest Journey.



Another World because it was and still is absolutely revolutionary in so many aspects. Its a very short game, but one that basically never repeats, every moment in it is uniq, the story, even so told without a word is absolutely stunning and the polygon based 2D graphic was something very different then everything else at its time. Its a game that simply lacks what makes video games look like video games and instead turns them into an interactive experience. And as if that wouldn't be already enough, its also a game that got created from start to finish by only a single person.



The Longest Journey on the other side is much more a classical adventure game, but one of the best. It improved on what LucasArts did in terms of interface and added an epic sci-fi/fantasy story into the mix like there is no other. I like games that feature interesting characters and worlds and The Longest Journey simply has tons of both.



Q. What games do you play at the moment, FLOSS or commercial?


At the moment not much, I don't yet own any of the next generation
consoles (still waiting for a price cut on the XBox360) and there
simply aren't much more games coming out for the current generation.
So I am kind of stuck there. My PC also happens to be not in the shape
any more for commercial PC games and that Vista Beta I am running
beside my Linux isn't exactly in the best shape either. However I
recently replayed AstroBoy Omega factor on the GBA, since thats my
favorite game for that machine and I also plan to have a deeper look
into my linux version of X2 soon.



In terms of FLOSS I don't really play much of those at all, I enjoyed
Adonthell a lot, had some fun with Neverball, but beside that I am not
interesting in most of the games



Q. What open source games have you worked on, preferrably in chronological order?


Lets see if I can get that figured out without forgetting anything:



In the very beginning I did some C64 Basic and QBasic applications,
most playable was a simple clone of that motorcycle game of the Tron
movie, another thing was a labyrinth/dungeon game, but that never went
anywhere and didn't got finished. All that stuff is available on the
net, but not very interesting for most people I guess:



pingus.seul.org/~grumbel/...qbasic.html



After those I moved on to C++ and coded Retriever, it was meant to be
an adventure game and written under DOS with DJGPP and Allegro, it
never went beyond a little demo in which you could walk through a few
screen, but I am currently recycling a few of the concepts for
Windstille.



pingus.seul.org/~grumbel/...-retriever.png



Closely after Retriever came Vect, a simple vector graphics editor,
that might be used to create the graphics for Retriever. Its kind of
usable, but not exactly very confortable, it again was coded primary
for DOS with DJGPP and Allegro.



pingus.seul.org/~grumbel/...-vect2.png

pingus.seul.org/~grumbel/...-vect.png



Then I moved onto Linux and switched from Allegro to ClanLib, my first
game then happens to be Pingus, a rather straight forward Lemmings clone with penguins, its
quite playable, but to this day not exactly finished.



http://pingus.seul.org/



Sometimes after that I did a tiny little bit work on TuxRacer, nothing
big, just a script for Gimp to make level creation a bit easier, a few
levels and a few bug reports.



The next game that I wrote from scratch was Feuerkraft, it was
somewhat inspired by the old Amiga game Firepower, but not a direct
clone, it has plenty of influence from games such as GTA and Operation
Flashpoint, as with most of my stuff, I never really finished it.



http://www.nongnu.org/feuerkraft/

Feuerkraft on video.google.com



Sometimes in between I did start Advent, which was basically a rewrite
from Retriever. I was trying to give it a proper scripting interface
and make it properly extensible, which Retriever really wasn't. One of
the results was Cosmos, a little demo game build on top of the engine,
due to library and binary incompatibilities it however might no longer
be playable today:



http://www.seul.org/~grumbel/tmp/advent.new/



Then came Freecraft aka Stratagus, a real time strategy engine along
the lines of Warcraft2. Its again a project where I didn't really
contribute much and only joined in rather late. For most part I simply
organize the rename from Freecraft to Stratagus that was needed after
the cease and desist letter from Blizzard, I picked up the bits and
pieces, did a new webpage and some stuff like that. I didn't ever
touch the engine itself.



http://www.stratagus.org/



In the follow up of the Stratagus rename came Robovasion, it was meant
as a little demo game to show that Stratagus can be used for other
games beside Warcraft2. While the basic design got quite finished, it
never got properly implemented due to some missing core features in
Stratagus. Since in the meantime there followed other games that made
use of Stratagus as an engine there soon was no longer a need for
Robovasion, so it never got finished.



http://www.nongnu.org/robovasion/



Construo is again a project I started myself and did most of the
coding. Its a simple particle+spring engine/editor, the game doesn't
have any goals, its more like LEGO bricks where you can just toy
around with and build your own stuff. Its one of the few games I did
that ever become fully playable, its not 100% feature complete, but
what it does, it does quite well:



http://www.nongnu.org/construo/



Sometime after that came Windstille, it started as a little recreation
of Turrican style gameplay, but soon moved on to became something very
different. A little demo with Turrican style gameplay was however
released:



Windstille on video.google.com



netPanzer was kind of interesting, one day I got a email of one of the
original creators who asked me if I had some use for the code in
Feuerkraft, since Feuerkraft was a 2D action game, not a stratagey one
I declined. Since the netPanzer project didn't went anyway after a
year I contacted them again if they still want to do anything with the
code, they agreed that it would be ok to OpenSource it and so I build
a little webpage and announced it on happypenguin.org. Soon after the
announcement was done some people picked it up and ported it to Linux,
I again didn't really touch much of the code, but simply did a bit
organisation here and there.

http://netpanzer.berlios.de



A while after that Happypenguin GoTM was born, it was a project meant
to pick every month a open source game and improve some key aspects
of it. We started with SuperTux and joined an already ongoing effort
to bring the old SuperTux into a clean shape. I did most of the
graphics, some code and around half of the levels of the reborn
SuperTux Milestone1.



http://www.happypenguin.org/forums/viewtopic.php?t=1243

http://supertux.lethargik.org



After SuperTux was done, some people moved on to TuxKart, we didn't
manage to turn it into a playable game and had to fork it due to some
issues, but plenty of new graphics got done and some unfinished
improvements where done. A while after the SuperTuxKart code was
picked up by some other people and the project is quite alive know
gain:



http://supertuxkart.berlios.de/



Then GotM picked LinCity and we gave that game some new graphics and
user interface, I modeled most of the 3D buildings, while other people
worked on the code and interface graphics. The project got mostly
finished, however I still consider it a failure since one of the key
problems wasn't addressed, namely the game still misses a proper
tutorial and some game elements just don't make any sense.



Windstille also got picked up by GotM, while we didn't manage a
release, it got a large over vault and its the game that I am
currently still working on. Beside from that I am also a little bit
working on getting SuperTux Milestone2 done.



Q. Of the above, do you have a favourite?


Construo is probably my best game that nobody knows about, its plain
and simple and actually fun to play, while many of the other projects
never went that far and got stuck somewhere earlier. It happens to be
the only of my games that I can actually enjoy playing. Beside from
that there is also Windstille, since that game is in some part based
on Retriever and I am kind of working on it for like 10 years I have
grown pretty attached to it.



Q. What attracted you to developing & contributing to open source
games rather than selling your efforts as shareware or commercial
titles?


Rather simple: Money means trouble, no money means a smooth ride. If I
open source it I don't have to care about advertising, publishers and
whatever, I can simply concentrate on the game and do whatever I like
instead of trying to figure out what would actually sell. Open Source
also gives the freedom to recycle bits and pieces from other project
much easier. Its also much easier to accept contributions when no
money is involved.



That said, all this is of course only true as long as you don't need
the money and do it in your spare time, when you actually want to make
a living out of writing games Open Source doesn't seem to be much of a
good choice.



Q. From your experiences, what would you say are the best tips for
making a successful open source game?


I think the by far two most important things are this:



Figure out what exactly you want to do before announcing the game to
the public. Sounds simple, but many Open Source games completly fail
on that, people tweak around an engine for month and years without
anybody having a clue where the whole game is actually going. So they
never really go anywhere with their project, but just running around
in circles forever.



Don't expect anybody else to help you, be prepared to do everything
yourself. When you do a Open Source game you won't magically get
contributions, you might get none at all, so you shouldn't depend on
them to get the job done, but instead be prepared to do everything
yourself.



Q. What are the things to avoid, the things that make FLOSS game
development fail?


One simple rule would be to not start a new project, ever. Try to join
one of the already ongoing Open Source projects, if you don't see them
going anywhere, hijack them and give them some direction. A goalless
project can often be very easily turned into a different direction, it
just requires that you actually know exactly where you want to be
going.



Another thing: Don't aim to low. Of course you shouldn't try to do
Doom3 when you don't have a clue about 3D programming, but there
simply isn't a need for yet another Tetris clone, we have by far
enough of that. If you try something new, try to actually make
something new, don't just recreate something for which there already
exist dozens of recreations.



Q. If you could take one abandoned FLOSS game and restore it's
development (excluding your own titles!) which would it be?

Liquidwar, that game has a pretty cool concept, but rather ugly
interface and graphics, it could definitvly need some additional
polish and improvements.



My favorite Adonthell also needs a new release, it has been going
forward very slowly in the last years and could definitvly need a
solid push.



Q. What are your future game development plans and which of your
games do you hope to see come to fruition in the near future?


I currently do a lot of work on Windstille, a lot of which actually
isn't even very relevant to the game itself (i.e. history, ship
design, etc.). I am more or less trying to create a little universe
instead of just what I would need for a simple 2D action adventure.
If I ever get done with Windstille itself, I probably turn some of
that additional material into a game of its own. One thing I always
wanted to do was a realistic mech simulation, kind of an Operation
Flashpoint in space type of game. However knowing that such a game
would require a loooonnnggg time I prefer to stick for the moment with
my simple 2D game in the Windstille universe, since even that is
already hard enough of a thing to get done.




Interview Notes



Friday, February 23, 2007

More Driving Force

The driving game FOSS scene is quite healthy. With actively developed games like VDrift, SuperTuxKart and Ultmiate Stunts, and relatively complete games like ManiaDrive, Stunt Playground, and Torcs, there's quite a decent choice. But there is always room for more! :-)



Motorsport aims to become the most "realistic simulation of wheeled vehicles". It's been going since 2003 so there's a lot of development history and it looks like it's got a bright future with several consistent developers moving it forward. It is unclear whether this will end up as a racing game or a stunts game or maybe just a generic driving game, but it looks fascinating and has lofty goals.



Stunts 2005 is a fan remake of the classic Stunts game from yester-year. To be fair, a lot of the FOSS driving games seem to take inspiration from Stunts aka 4D Sports Driving. Anyway, Stunts 2005 comes with it's own level editor but development seems to have halted after the initial release. Since I can't play it here I can't make any observation on how complete the game is.



Also worth noting is that the SuperTuxKart guys are working on another release that will include updated AI among other things, although updated physics I think are being pushed back to a subsequent release.



Blah blah blah holiday. :-)

Friday, December 22, 2006

SuperTux 0.3.0 released

SuperTux 0.3.0 was released is now out in the wild. This is a preview of milestone 2, so expect something a little rough on the edges. Still, it should be fun to play and hopefully attract a bit more community help to the project. Go grab it whilst it is hot.

My favourite game Fish Fillets got a minor update to version 0.7.4, including the final level.

SuperTuxKart development has not slowed. Recently there was the contribution of an island level. With improved physics - and wheelies! - I think the next SuperTuxKart release is shaping up to be an awesome little game.

Monday, December 04, 2006

It's A Graveyard Out There

Jono Bacon, a Gnome developer, gives an insight into just why Flightgear is so damn cool.



The SuperTuxKart team is looking at another release in the near future with an improved UI and lots of bug fixes.



The 3rd release candidate for Wesnoth 1.2 has been released (changelog). It has "important bugfixes" but is otherwise basically Wesnoth 1.2 and is a solid and impressive game.



And finally a new game! Stephen Carlyle-Smith wrote to me to introduce Nuclear Graveyard:



I'd just like to tell you about a new free game that I've written which hopefully you will mention on your Freegamer blog. It's a fork of the old Laser Squad 3D code, and it's called Nuclear Graveyard. It's a persistent 3D squad-based realtime strategy game. Basically, players can connect and control the units, and either play against each other or against the CPU. The homepage is at http://ngrave.pbwiki.com/. At the moment the graphics are a bit basic, as I'm no 3D artist, but the game is completely finished and playable. As it's new, its community is very small, but I'm hoping it will get bigger as people discover it.


I could not find a link for Laser Squad 3D.

Monday, September 18, 2006

Slow News, XMoto, SuperTuxKart

It's been slow news on Free Gamer, partly influenced by alcoholic intake and partly by the fact not too much happened in the last several days.



XMoto 0.2.1 was released as was SuperTuxKart 0.2rc2. Of course, anybody following happypenguin.org will be aware of this. XMoto development continues to be strong although the game is still pretty tough. This SuperTuxKart release addresses a few big bugs that made 0.2rc1 difficult to play so please playtest it if you had problems so the final SuperTuxKart 0.2 release can be as solid as possible.



Here's a small but interesting thread on the Linux Game Tome forums where a few people highlight their favourite Linux games. They're all mentioned here but still it's nice to get the opinion of more than one person [since this site is basically all my opinion].



There's an ongoing request to make Machine Ball the LGT "Game of the Month". I think the current "Game of the Month" idea seems to be languishing since only a few people ever participated and their motivation has died out, but it would be nice to see it rekindled.

Sunday, September 10, 2006

New Releases on the Horizon

There are imminent releases for OpenCity and Pingus.



OpenCity 0.0.4beta is looking a lot more playable than it's version number suggests with the TODO looking like 0.0.5 will contain most elements you'd expect in a city simulation game.



Pingus will probably be a 0.7 alpha release because the project is struggling for developers and Pingus 0.6 is getting withdrawn from distros as it needs the deprecated Clanlib 0.6 to run. It'd be nice to see a new Pingus release since the game is pretty much there, it just needs a few more levels and a tiny bit of polishing and it'll be better than the original Lemmings titles.



SuperTuxKart 0.2rc1 is available for download. There's been a lot of code activity so I'm waiting on the next rc to try it out although I think you need a good PC to play it - I've heard a few murmours that the graphics engine really needs optimising.



Enough of games that are gearing up to releases, there was a new game announced on the Linux Game Tome: Max Fighter, a 2D shooter with a strong asteroids influence. It's got nice graphics and is quite fun but the gameplay quickly becomes very repetitive and it's nowhere near as addictive as SolarWolf nor has the depth of Chromium BSU. It was also very choppy / low fps on my 1ghz laptop. In times of CPU/GPU affluence it seems that increasingly developers are caring less about optimising their games.

Wednesday, August 30, 2006

SuperTuxKart Lives, MTP Target!

SuperTuxKart has finally emerged as a game in it's own right, with a release planned for September 10th. I'm looking forward to playing it. If anybody thinks they can help out with the release, chip in!

SuperTuxKart is the result of the Happypenguin Game of the Month efforts from eons ago to update TuxKart. As a side note, I inspired GotM (although grumbel implemented it) and I also put forward TuxKart for GotM development. Sadly, at the time, the usage of SDL [TuxKart is PLIB-based] by the GotM team meant the original developer refused to help out unless all SDL stuff was removed - only PLIB didn't properly support fullscreen rendering at the time. I reckon it was a case of NIH syndrome since the TuxKart author is a PLIB developer. This caused the SuperTuxKart fork but all the politics detrimentally affected the development.

I think the GotM guys were right to introduce SDL. It was pragmatic as it supported the features they needed, and it was practical as PLIB simply isn't as widely used or frequently updated (and by virtue of that, not as well supported).

Version 1.2.2 of MTP Target was released. MTP Target is a fun Monkey Target clone. Strangely, though, I think you have to have access to the Internet to play it in order to register your scores - a little strange for what really is a single player game.

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