Thursday, February 05, 2009

Simulate This - City Building + Tycoon Game Reviews

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

OpenTTD




OpenTTD


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



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



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



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



Simutrans




Simutrans


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



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



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



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



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



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



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



FreeRails2




FreeRails2


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



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



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



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



FreeTrain




FreeTrain


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

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



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



Micropolis




Micropolis


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



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



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



LinCity-NG




LinCity-NG


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



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



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



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



OpenCity




Open City


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



Afterword



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

Tuesday, February 03, 2009

Extreme Tux Racer, Smokin Guns, etc

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



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



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



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

• A variety of western styled maps and player models.

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

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

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

• Easy to use graphical user interface and HUD.

• Other small improvements for better gameplay and enhanced fun.



Lemming Ball Z


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



• Destructable 3d terrain

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

• Multiplayer with 2-4 players online or local

• Good old-fashion HotSeat play

• Slowmotion, like in "The Matrix"

• Fancy graphics, like cellshading and stuff

• Netplay, without configuring or hamachi

• Stupid AI to practice with

• Blood! lots of it! :)


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




VDrift


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



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



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

Monday, February 02, 2009

Militia Defense and Impulse

Militia Defense

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



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



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



Impulse

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



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



Monday, January 26, 2009

Mid-night madness - LinCity-NG 2.0

It's something-am, I have overdue work, and a Freshmeat announcement put a bee in my bonnet about posting.




LinCity 2.0


LinCity-NG 2.0 is out in the wild, and boy is it starting to look like a nice game. There are only two things that look a bit weak these days - the name (NG? Linux-only?) and the UI (a bit scrappy). For those who don't know, LinCity-NG is a GotM fork of Lincity which brings it into this century with much nicer graphics and a more informative user interface.



Plenty of nice new graphics (notably vegetation, grass, trees) make the game look aesthetically smooth. New resource management (water) adds to the depth of gameplay. There's a load of other new aspects too but there's no official announcement and I'm too busy procrastinating to go digging.



Glest (the 3D RTS) is dead, long live Glest! No, really. Mainline Glest development has ended and Glest Advanced Engine (information), a community-born enhancement, is to officially become the new Glest. Glest Advanced Engine is a project built on top of Glest, that adds new features to the game, it includes both new code and data.




UFO:AI


There's a whopping development update on the UFO:AI website (3D TBS RPG). I would link directly, for posterity, but there's no direct links or rss or anything like that. So I guess I have to summarize. Bah!



Map editor improvements, 3D geoscape improvements, UI improvements, new music, sounds & models, new hiring screen, texture updates and new textures, AI infrastructure updates, battlescape improvements, aircraft updates, balancing work, improvements to campaign system, er... basically everything got a bit better.



It looks like the next release will kick serious alien a$$, and really this project is producing one of the stand out open source games, I'm sure you'll all agree. Not that the game doesn't have weaknesses. A lack of really talented core developers mean features like destructible terrain and buildings (a feature found in the original 2D UFO games) is not currently possible. Such issues come down to the underlying technology which is built on an enhanced version of the Quake 2 source.



I'm sure there's some smaller game updates I'm forgetting, like perhaps Word War Vi 0.25 or Vacuum Magic 0.8 or Free Vikings 0.8 or something, but for the life of me I just can't seem to remember... *shrugs*



Early morning edit: just came across Open Simulator. Kinda WTF.



Post-early-morning-edit edit: aaaaaaahhhhh I remember now. The 3D Ultima Online client project Iris2 has a new stable release. Lots of improvements and it looks great. I wonder when the UO community will wake up and move over to an all-open-source platform. :-)

Thursday, January 22, 2009

OverDose on Free Software


OverDose is pretty


What is OverDose? Edit: correct link


OverDose is a Multiplayer team objective based game with online and offline play. Two sides, Earths Confederate Marine Corps. and the evil alien Marauders, battle for control of locations on Earth. Based in a first person, the two conflicting teams must battle not only each other, but large open terrain areas. Every class has his own strong and weak points, but every class is a vital role to the game.


On a technical front, it uses a highly evolved Quake II iD tech 2 engine which renders better than Doom 3 iD tech 4, as evidenced by this video and that video. The gameplay sounds quite good too.



FlightGear


FlightGear 1.9.0 got released. The actual announcement is buried in the mailing list. (For those fortunate enough to have never experienced it, the Sourceforge list archives are about as user unfriendly as you'll find, so you should appreciate me having found it! This release is a major overhaul of the graphics code, FlightGear now makes use of the
OpenSceneGraph library, and work on this has been going on for 2 years, since well before the FlightGear 1.0 release. Some highlights include dynamically configurable 3D Clouds, wingmen AI, particle-based rain, read the announcement for more.


SuperTuxKart 0.6 is out, hot on the heels of 0.6rc1. Here's a video showing some STK gameplay and some of the new levels. Given the level of activity, I'm optimistic that we'll see STK 0.7 this year (prettier graphics, better features with Irrlicht replacing PLIB) and that it'll be really impressive. There's still some level design work to be done though - the new levels are significantly nicer looking compared to the old ones you, the contrast stands out to me in this video.




Generally pygame entries are a bit naff. There are, however, a few nuggets. Like this World-of-Goo-inspired sandbox, the Gauntlet-style zombiefest Plague-like (pygame entry) or this interesting looking RPG engine Dead Creatures Rising (pygame entry). Still, it really needs a rating system to sort out the wheat from the chaff because there is far too much chaff to wade through these days.


L-echo, an open source implementation of the popular game Echochrome, seems to be coming along nicely. Version 0.4.1 released recently. Here's a video of l-echo in action:




Did I mention Naev before? Doesn't seem like it. Anyhow, it's a 2D space RPG in the mould of Solar Winds (like anybody actually knew what that was, other than me). It looks nice, but the controls take a bit of getting used to. You'll need to have a longer attention span than me if you're going to be able...


I wonder if we'll see an executive order closing down Windows. It's like a virtual detention centre where open source [game] developers are subjected to unspeakable things when forced to support it. On another note, I got to OverDose via the Haiku website. Perhaps Haiku can be a future gaming platform? I wonder if that skinny guy with a funny name even knows what Haiku is?

Friday, January 16, 2009

Releases - Teeworlds, GearHead2, FreeCol, more

These days there's a flurry of open source game development activity and I don't have time to blog or follow it closely, but here's a highlight of some of the most recent game developments.



Teeworlds 0.5.0 is out. Everybody's favourite game about tea, where you have an entire world of tea bags and... wait, Q is whispering something to me... *listens*



Oh, it's not about tea. The clue was the double-e apparently. Still, despite the disappointing news that there still isn't a game dedicated to my favourite beverage, Teeworlds 0.5.0 is the largest update to the game yet. New features to everybody[ who doesn't love OpenLieroX or another game I can't think of]'s favourite 2D deathmatch Free project include demo recording, a revamped server browser and in-game voting, as well as a a gazillion changes under the hood. There is also a new, shiny 16-player limit.



FreeCol! The game where you get to free Colin! Right?! No? Dammit.... !



Ooooh, the col is short for colonization, which has nothing to do with turning the things into colons but everything to do with creating a new country on new land. Aaah, so, FreeCol 0.8.0 brings lots more polish - bugfixes, music, gameplay tweaks, graphical enhancements - to a project that seeks to embody and improve upon the original game (and succeeds).



Warzone 2100 2.1.1, bugfixes, and it's about war in a zone! I knew it, at least one game had to be guessable from the name!



There's some really interesting posts on the Worldforge dev blog these days. All aggregated on the planet - which isn't actually a planet, or technically attempting to be one, so don't visit it and be disappointed at finding a collection of feeds on Free Software game development. Anyhow, here's a video showing the compass in Ember (note: website is out of date, currently releases is 0.5.5), one of many recent Worldforge developments:





Whenever I see people saying, "Hey, let's create the next world of warcraft or an amazing 3D single player RPG!" I think, why don't you guess help with the Worldforge project. And nobody ever does. And they end up ditching their dreams to become an alpha mud. Like Radakan did.



Back to Worldforge, it's quite impressive these days. Whilst it is client-server based, it has a nicely featured persistent AI server, and the focus seems to be somewhat on non-MMORPG features even though it is an MMORPG toolset. So, if you want to make an RPG or MMORPG, unless you're a blood relative of John Carmack, stop thinking you can do it all yourself when these guys have been designing and implementing it for 10 years and thought through all the problems you don't yet know you have yet to face. Instead, start by prototyping your game on Worldforge. That's an official Free Gamer blog mandate / recommendation. :-)



GearHead2 0.532, lots of bugfixing.



I know I'm missing something other than screenshots and good jokes... there's a game release I've forgotten to mention. Sadly, for comedians everywhere who get relatively funnier when I'm typing, I have to go.

Saturday, January 10, 2009

January Sales

Everything is so cheap after Christmas. I mean, look what you can get for FREE! :-)



The FreeOrion project just released version 0.3.11, which comes with some polish of existing features and a few small new ones. Here's the announcement. Only a Windows binary is up at the moment, bah, source only from SVN. I complained. (I'm good at that.) There are statically compiled SVN binaries for Linux but you have to go digging to find them. Still, when digging you can find treasure, like this ship development thread. Purty!



UPDATE: here's the Linux binaries and here's a quick play guide - which you really do need, there's so many clicky thingamajigs.



Platinum Arts Sandbox, the game design tool based on the Cube 2 engine, saw version 2.3 released a few days ago. From the announcement:



Here are the awesome new features!

* New 3D sidescroller Mario like mode! Also there is a seperate RPG project, check the wiki! [link - note it is aimed at kids and in concept stage]

* Hotkeys that make it easier to save games, add materials, and lots more!

* New in game help section that displays all of the binds/key commands!

* Snow has been tweaked and updated :) Be sure to check out the new version of house :D

* Maps now generate cfgs on save! Also many various map tweaks.

* New main menu theme! To try other themes check out the options menu.

* Loads of new textures and new player skins.

* Tons of under the hood bug fixes and features.

* Thanks to ZKAT of virtualdarkarts.net there is a brand new great looking launcher!


Here's one of the developers, Mike, talking about different aspects of developing Sandbox, along with gameplay clips. Quite interesting.





The DungeonHack team has been active lately and it is finally starting to pay dividends with a reorganized and improved codebase now coming back to life. Early days, still, so I'll leave it at that.





Vikings is an open-source RPG, presumably based on Vikings. This model of theirs is mighty nice!



Pyweek. It's one of those contradictory things in life. Some nearly-cool games get done in a short space of time, but then when those efforts can't be put into bigger and fuller versions of the concepts you see in Pygame is somewhat frustrating. Still, some nuggets in there like AFF:City, a city building game based on the Angels Fall First universe. If they can get that much done in a week, why not spend a few months on the game and it'll be awesome, surely?



A less serious but more mind-bending game is the imaginately titled 4D Maze Game. Play it online in an applet or browse the source. I didn't really conceptually understand how the maze works, thus I failed to escape after going in random directions in 4 dimensions for a few minutes. I hope I never get stuck in a real 4D maze, I'll be in real trouble!

Sunday, January 04, 2009

Happy Gnu Year

Well, it's belated, but better late than never. :-)



The Warzone 2100 team released version 2.1 of their continuation of the formerly-commercial RTS. The news link is broken for some reason. EDIT: And here is the fixed one. Well, the big 'hole' in WZ2100 has been the FMV that was in the original game, that comes in 2.2 I am told, but 2.1 is more stable and playable than ever (although I'm don't know the specific improvements over 2.0).



AssaultCube got a new website and a new release, version 1.0.2 which fixes a few glitches and brings some extra polish to the 1.0.x series of AC. Apparently Cube 2 (aka Sauerbraten) dev Eihrul has been backporting enhancements to AC, so looks much better than Cube 1, but I can't say for sure.



Speaking of Free FPS games, I thought this SuperTuxKart track, Sub-sea, being ported to Nexuiz was quite intriguing:





Speaking of SuperTuxKart, I can't remember if I mentioned or saw the 0.6rc1 release anywhere. By all accounts it's a massive improvement over 0.5 and the game is starting to realise a bit of it's potential. Version 0.7 will bring an overhaul of the graphics engine (port to Irrlicht from PLIB) and that plus all the new track development that is occuring, 2009 should be the year that STK becomes a showcase Free Software game. Still, the competition is getting tougher, but I hope that serves as motivation. :-)



Here's two questions for you, the readers, answers in comments please!



What was your favourite new project from 2008?



Mine was JCRPG - just from Word War Vi.



Which project do you look forward to new releases from this year?



For me, definitely Scourge (0.22 brings support for new model formats, which I think will make people pay more attention to it), with Vega Strike and UFO:AI releases also something I look forward to checking out.

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