Showing posts with label transportempire. Show all posts
Showing posts with label transportempire. Show all posts

Wednesday, February 20, 2008

Developing Games Takes Time


Zero Projekt


FIFE is starting to come of age. Although their tech-demo collaboration ended after a dispute between the two parties, Zero Project have continued their efforts and have settled on FIFE for their game project which has so far been two years in the making. To celebrate their second birthday they've put up an array of WIP screenshots. FIFE got a nice new layout for it's wiki too.



The Castle 0.8.1 has been released. "The Castle is a first-person shooter game in a dark fantasy setting. Your main weapon is a sword, so the fight is mostly short-range. Three main levels are included, packed with creatures, items, and sounds. The game engine is based on VRML, OpenGL, OpenAL, and all shadows are done by the shadow volumes approach." Interesting but not quite there yet.



Remember the classic game Theme Park (it started off the whole dang 'Theme X' genre)? Followed by the Rollercoaster Tycoon series (1-3)? Well these guys do and they are aiming to recreate, in open source glory, the ultimate theme park game. Theme Park Builder 3D just got it's inaugural source release.



Speaking of projects to create 'the ultimate of their genre', Transport Empire has come back to life. Started by members of the Transport Tycoon community, it had languished for years in the depths of design documents and decision making. Well last year somebody decided enough was enough, grabbed the bull by the horns and started coding - basically throwing the overbearing bureaucracy out of the window. Code is available from SVN and can now be compiled on Linux (for the brave only at the moment). It'll be interesting to see where that one goes in 2008.



Last but not least, one of my favourite projects GemRB released a new version, 0.3.0 and now you can [mostly] play through a bunch of Infinity Engine games (i.e. the Baldur's Gate series). Hopefully somebody will start creating a Free game that uses GemRB. :-)



On to a freeware game, The Silver Lining (a massive fan effort to make a top quality freeware game based on the King's Quest series) have a journal update where they show how they build up the 3D scenes used in the game. It's both pretty and interesting and shows just how much effort is involved for just a single aspect of the game. It's a Windows only game but I guess that's becoming less of a problem these days.

Thursday, March 15, 2007

Can You Say Revival

The Widelands team put out a release candidate for their next release, Widelands build10, of their Settlers II inspired game. Check it out!



Egoboo



Now who remembers Egoboo? Or the continuation effort that fizzled out? You know, the cutesy 3D roguelike where your characters waddled around? Well, there's a new place to go for Egoboo development. Several individual efforts have been released and now those efforts are being combined. The most notable ones are Egoboo 2.2.4 and Egoboo++. Hopefully we will see a new release in very near future. :-)



Pingus, the Lemmings clone with penguins, which seemed to have died a death at version 0.6.0 - which was a promising release as well with a nice playable tutorial island - has seen development restart. The original developer, and general FLOSS game hero, grumbel has been working on porting Pingus to SDL away from Clanlib. Whether this work will culminate in a release any time soon is another matter, but it is always nice to see forward motion.



netPanzer



The community for netPanzer, the formerly-commercial-now-GPL RTS, seem to be attempting to revive interest in the game. A new community site and resource site have cropped up and activity is high. Maybe development will restart?



Another project that is threatening to revive itself is Transport Empire. I have been very vocal in my criticism on the tt-forums of the bureaucratic approach that has strangled any intended development. One of the developers has had enough too and announced a simple cut-the-crap code-first approach to make the game happen, because discussions and design documents and fine-detail-planning had drowned any previous attempts.



The exciting freeware RTS project 0 A.D., in development for over 3 years so far, has a newish gameplay video up on their site. Check it out, it looks so cool. I wish they would release a demo but patience is a virtue and this game will be a scorcher when it is eventually released. Still, the lengthy development process is frustrating some fans, to which one of the developers made this rather poignant response which is worth a read if you [as a player] want to understand what free/Free game developers go through.



I'm going to have to stop there before this becomes an essay.



Music tip:

Precioso & Libex - Xperimental Scratch

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