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Lips of Suna 0.6 and other RPG news

Thứ Hai, 28 tháng 5, 2012 | 0 nhận xét

So my recent rant resulted in a lively discussion about ARPGs, but sadly not really in any contributions or new contributors for Summoning Wars so far... but maybe that was too much to hope for ;)

Anyways, another project I mentioned was just recently updated:


Lips of Suna is now available as Version 0.6 (release notes on our forums) and this release marks the first official release with OGRE3D as the rendering engine. In my rant I dissed that rendering engine a bit due to the lack of good content creation tools (yes I know, not their focus or intention), but at least here it seems to have been put to a good use.

In somewhat unrelated news, there is also a new version of OpenMW, which is continuing at their current fast pace to reimplement that well known RPG. Change-log can be also found in our forums.
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DNT 0.9: Map Editor, Art Asset/Game Content Re-Use and Open Source Game Project Infrastructure

Chủ Nhật, 27 tháng 5, 2012 | 0 nhận xét

images: DNT 0.9 scenes and editor shots


DccNiTghtmare (DNT) is a 3D single-player RPG "in a satirical post-apocalyptical world", which encourages suggestions to be posted on their forum.

Version 0.9 has been released not long ago, which on the gameplay-side appears to mainly bring new models and audio. We have missed quite a few versions here on Free Gamer though. See the changelog for a complete list of versions and features.

As you can see in the video above, third party art assets were used. They were originally created for OpenDungeons and shared on OpenGameArt end of March 2012.

Project infrastructure includes translations on Launchpad, doxygen code documentation, a wiki with instructions for contributors and a roadmap (which is lacking the next version though).

PS: I'm having lots of fun translating the game right now. Join me in the thread!

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Good FOSS 3D action RPGs, nowhere to be found?

Chủ Nhật, 20 tháng 5, 2012 | 0 nhận xét

Today I got a small rant:
So there are a few really prominent types of games which ought to have their FOSS representatives, right?
Ok, well a few like epic story driven single-player games will probably never show up due to inherent problems to develop such games through the FOSS method, but besides that lets have a look what we got:
Ok... sure you will find some other genres (Mechsims, realistic tactical FPS etc.) which also lack a much played/far into development FOSS representative, but given the (current) popularity of action RPGs lets have a look at what we do have:

So, there is the really cool project FLARE, which besides being not really playable yet is also more of a nostalgic effort. More playable but also with a similar demographic of potential players is Freedroid (besides having a maybe too Linux centric style).

FLARE 2D graphics style

Maybe of interest seem to be DawnRPG and PARPG, but for both the above applies as well and they seem to be going into a rather different direction. Besides that, at least the latter seems to be not progressing well lately.

Then there are the obscure and/or non-isometric DNT and Lips of Suna. Which are both nice projects on their own (especially LoS seems to develop nicely as of late), but are not really suitable as the FOSS reference for action RPGs...

The only game that comes to my mind that would fit is Summoning Wars, which is somewhat playable and even has a single-player campaign, but development is really slow and it is still a long way off what I would call a recommendable game to non-FOSS enthusiasts.

Some new dungeon wall tests
All in all it is a very promising project, which is IMHO hold back by its lack of content creation tools (mainly, but not only a world editor). This is probably partially because of the intention to have randomly generated dungeons, but those are still really bland to look at, and should be complemented by parts or at least towns that are nicely designed by hand (those also exists, but must have been done in a text editor or such ;) ).

Part of the rather slow development I guess was the poor choice of the graphics engine, e.g. OGRE 3D which is foremost a programmers choice (due to nice features and good documentation), but a rather bad FOSS game developers choice in my opinion (due to the lack of a complete game-engine features and good tools).

There are still a few really talented artists trying to contribute (1,2,3), and I recently proposed a creative re-use of 0 A.D. assets, but everything seems to be hitting a road block when it comes to easy tinkering with the game and getting things to actually run in game... and that is really demotivating to potential contributors (FOSS development advise 101 ;) ).

So to sum it up? I think Summoning Wars is really not living up to what it could be, and the only solution I see would be the addition of a new and really motivated programmer to the team to solve the tool-chain problems and thus restart the active development again. Anyone interested???

P.S.: Not to forget mentioning it: There is also the IrrRPG builder, which could probably be a good base to build an action RPG too.
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Cube Train, Frogatto development and LPC

Thứ Năm, 10 tháng 5, 2012 | 0 nhận xét

Today is another session of: "Look what I found in my FG spam folder" ;) But this time I am actually adding a lot of nice other stuff to it, so that it is almost a "dev-corner" post!

But first things first... the frogatto developers made us aware that there is a new game based on their really nice 2D engine, called Cube Trains:


Note that, just like frogatto, the final version will cost a few pennies, but the engine is totally FOSS and the current Beta is still free to download.

This seems to fit to the general idea of the folks behind this engine as they outlined in the email to us:
I'm really glad we now have a second major title done in frogatto's engine, because we're gradually trying to position frogatto's engine as an open-source alternative to closed-source packages like GameMaker or RPGMaker;  partly just because development tools are one software category that benefits far more than other categories from being open-source, but also because our engine technology is a lot better than GameMaker;  we're fully GPU-accelerated, and we've got a much better internal programming language.  We've got a ways to go, since GameMaker still has a bunch of advantages over us on the gui side, but we're getting there.

Cube Trains is not one of them, but eventually, we're hoping to build a stable of "starter kits" for different game types - like GameMaker has, built under a CC0 license so they're suitable not just for GPL games, but for absolutely anything (indie titles being a big one).  Hopefully that was we can get a bunch of people from the indie gaming crowd behind an open-source tool.
Which seems like a pretty good idea to me, and looking at the awesome features they recently showcased in three tutorials (1,2,3) I wholeheartedly agree with the comment on their superior engine technology!

Speaking of the frogatto engine and tutorials I can elegantly lead to my other topic today, as the people behind the currently pre-warming Liberated Pixels Cup, aka our friends from OpenGameArt, are also endorsing the use of that engine as outlined here. The have also recently featured another really nice 2D game dev. tile editor, and hot of the press is the news that the Mozilla foundation has joined the FSF and Creative Commons as a main sponsor of the event!
With Mozilla also came a significant cash contribution, which means that the initial goal of US$ 10,000 has been reached, but you can still up the ante!

It seems that this comes along a general push from the Mozilla Foundation towards more HTML5 gaming (now part of the LPC too), supported by the fact that they have recently released a nice RPG game demo (BrowserQuest) and are working even on a 3D engine called Gladius.

Ah and not to forget: OGA has also recently added a nice featured tutorial section to their site... so nothing is holding you back to finally become an active part of the FOSS game-development community... yes, I said YOU! :D


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Arx Libertatis 1.0 "Bloody Gobblers!" released!

Thứ Sáu, 20 tháng 4, 2012 | 0 nhận xét

Arx Fatalis - Libertatis Feb 2012 git Status 11
Walking in the underground city hub in Arx Libertatis
Arx Fatalis - Libertatis Feb 2012 git Status 12
Looking up magic recipes and managing inventory while a vision enhancement is active in Arx Libertatis

Arx Libertatis 1.0 has been released. We already wrote about the engine a month and a half ago but this is the first official, stable release of the GPL-licensed engine for the proprietary first-person cave RPG Arx Fatalis.

But being able to play the proprietary game is not the end of the development. There are plans for future milestones, for example a Qt-based modern game editor and support for modern shaders. I look forward to it!
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Why Free Culture could be Good for the Games Business

Thứ Hai, 2 tháng 4, 2012 | 0 nhận xét

Today I'd like to talk about how free culture can be (perhaps counter-intuitively) good for the commercial games business.  I'm using Dungeons & Dragons (and its recent and highly successful fork, Pathfinder) as a concrete example of what I'm talking about, but there's no reason this couldn't also apply to computer games as well.

I've been a Dungeons & Dragons geek for 20 years now, pretty much since I was introduced to it my freshman year of high school.  Back in my high school days, D&D was in its second edition and the internet was in its infancy.  Dungeons and Dragons was owned by a litigious beast of a company called TSR, which was well known for sending nastygrams every time someone put up a web page with any fan-created D&D content.  This was particularly ironic, since the whole idea behind Dungeons & Dragons was that they threw some rule books at you and then told you to create your own content with them.

In the late 1990s, for a variety of reasons (no doubt including its poor treatment of its customers), TSR was in financial trouble and was bought out by Wizards of the Coast.  As any follower of a games company knows, it's always a bit scary when another company acquires a company that you like.  Usually it turns out to be a bad thing, because the company doing the acquiring is invariably bigger and generally cares less about the actual quality of the product and more about monetizing it (think of all the studios EA has bought up and ruined).  In this particular case, our worries were unfounded; the acquisition of TSR by WOTC actually resulted in a huge cultural change for D&D...

Enter the Open Game License, a share-alike license for table-top roleplaying game content, and the hands down the single best thing ever to happen to Dungeons & Dragons.  Shortly after they purchased TSR, Wizards of the Coast released the 3rd edition of D&D under this license, which opened D&D not only to fan expansion but also to commercial development.  In fact, after the OGL, the most frequent complaint I heard about D&D is that the popularity OGL-licensed content made the d20 system (which was the underlying system that 3rd edition D&D was built on top of) made it too difficult to compete with.  3rd edition introduced the idea of a System Reference Document, which was a body of content that was free-as-in-speech and included the basic information necessary to play and the game.  Mind you, 3rd Edition had its issues, but it was easy to play, learn, and (most of all) build on top of, which resulted in a massive wealth of content, both commercial and player-created.

Unfortunately, the days of Wizards of the Coast were ultimately shortlived, as they were purchased by the toy and games giant Hasbro in 1999.  I have no information from inside the company, but from the outside it would certainly seem that the culture of WOTC changed for the worse shortly thereafter, with nearly annual layoffs, generally around every Christmas.  After Hasbro acquired Wizards, they released Dungeons & Dragons 3.5, which was essentially a more expensive re-release of 3.0 with some balance issues fixed, that ultimately felt like a $100 errata pack.  3.5 was successful as well, but there was no denying the general sense of disappointment gamers felt; it could have been a lot more than it was, and the differences weren't really substantive enough to justify the hefty price tag.

I'm going to digress for a moment and talk about tabletop roleplaying games in general.  One thing that seems to happen in the tabletop world is that a new edition of a game will be released, then add-on content will be released for the new edition until eventually the add-ons become so numerous that they're impossible for someone who is GMing the game to keep track of all of them.  Eventually, players feel that their needs and wants have been met by the existing content, and no longer feel the need to purchase more; at that point, the games company will go back, examine the limitations of their current system, and create a new one, starting the process anew.

D&D 3.5 had reached this level of saturation when WOTC/Hasbro put out 4th edition.  By far (in my opinion) the most distressing change between 3.5 and 4.0 was the gutting of the Open Game Licence and the creation of the Game System License.  4th edition had its own system reference document, but it was pathetic (PDF warning) in comparison to the 3rd edition one, and included nothing in the way of useful content.  4th edition also included a number of system changes under the hood, which aren't the subject of this blog post.  While I don't want to start a big flamewar about which rule system is better (that's been done to death), it is objectively true that a lot of people who were happy with 3rd edition felt that 4th edition had departed too far from the rules and style of play that they were used to, and continued to play 3.5 as a consequence.

At this point, any good capitalist will tell you that if there's an existing, un-served customer base that wants to be served, then it in your financial best interest to serve them.  A company founded in 2002 called Paizo Publishing, which had been successfully releasing add-ons for 3.0/3.5 (among other things) decided to pick up the OGL licensed D&D 3.x content and expand on it, and the Pathfinder system was born.  Pathfinder, which like its predecessor, has a complete System Reference Document, which is particularly notable in that it's much more complete than the original 3.x SRD.  (As an aside, if you're interested, you can find the official version here, and a highly usable web version here.  They provide more than enough information to play the complete game, including all the official expansions, for free).

The release of Pathfinder, while based on D&D 3.5, did far more than just address game balance issues -- it also added quite a lot of content that made the game more fun to play in general.  As a consequence, Pathfinder has cut into WOTC's revenue, bringing in customers that may have otherwise bought into D&D 4.  (As an aside, I feel a lot more disappointed in the 3.5 update to 3.0 now that I know what it could have been.  Seeing how far Paizo took Pathfinder and how much they added makes WOTC/Hasbro's little 3.0->3.5 update feel like even more of a money grab.)

Now that I've established this background information, I'll finally get to my point: if you don't think about it very hard, you may assume that, since the OGL content has clearly lost WOTC/Hasbro money, it's a bad idea commercially.  And from their eyes, it probably is.  What most people don't consider, though, is that releasing an open system has allowed someone else to step in and turn what would have been a stagnant product line into a commercial success.  Any talk from commercial publishers about how free culture is bad for business is utterly uninformed and missing the point of free culture -- what they mean to say is that free culture is bad for companies like them that aren't able to recognize what their customers want.

For companies like Paizo, free culture has created an opportunity for commercial success, and they've managed to monetize their product without removing it from the commons.  And, should Paizo ever undergo an unfortunate change of management and decide not to release any more OGL products, another commercial entity could pick up where they left off and continue to make money by giving customers what they want.

The lesson to be learned here is this:  the next time you hear someone suggest that free culture is somehow anti-business or bad for the economy, point out to them that it's only bad for stagnant businesses that feel the need to compete by keeping the market closed, rather than releasing content that their customers want.  And there's absolutely no reason this can't apply to video games as well.

Peace out,

Bart Kelsey
OpenGameArt.org

P.S.  In case you didn't see it above, here is the complete and unabridged Pathfinder System Reference Document, which contains all of the official Pathfinder content, including add-ons, and is completely playable on its own.  If you like it, buy their books.  They're excellent. :)

P.P.S  Here is a shameless plug for my Pathfinder blog, with all OGC content. :)
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OpenMW 0.13.0 released

Thứ Năm, 29 tháng 3, 2012 | 0 nhận xét

Normally qubodup is responsible for this type of games (I have to admit, never liked Morrowind, nor any predecessors or sequels), but since they are doing such a good job of promoting it (and Q is busy), so I will give them their desired news:
The OpenMW developers have just released our latest version of OpenMW. I was hoping you could post on Freegamer. Below is our message, feel free to put your own spin on it. Also it looks like the Arx Liberatis folks are almost ready to release their 1.0. Thanks!


OpenMW 0.13.0 trailer


Hot on the heels of 0.12.0, the OpenMW team is proud to announce the release of version 0.13.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release notably includes functional NPC dialogue, and beautiful sky! There is a great new demonstration video for 0.13.0 up YouTube channel and a new video showing off our improved physics implementation which is scheduled for version 0.14.0.

Please note:
- On OSX, the path to the application cannot contain spaces, or the launcher will not work properly.

Changelog:
- NPC Dialogue window and mechanics implemented
- Reimplemented sky rendering, added weather effects
- Wireframe mode added
- Fix for sounds broken in 0.12.0
- Fix for 3D sounds
- Added sounds for weather, doors, containers, picking up items, and journal
- Various code cleanup and improvements
- Fixed an Ogre crash at the Dren plantation
- Several launcher improvements
- Added fade to black effect for cutscenes
- Added backend for equipping items
- Fix to stop ASCII 16 character from being added to console on its activation in OSX
- Fixed collision shapes being out of place
- Fixed torch lights not being visible past a short distance
- Fixed some transparency rendering problems

Website
http://openmw.org/en/

Download Page
http://code.google.com/p/openmw/downloads/list

YouTube Channel
http://www.youtube.com/user/MrOpenMW

Forum
http://openmw.org/forum/
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Morrowind Open Source Projects: Who They Are, What They Do And What They Will Become

Thứ Tư, 15 tháng 2, 2012 | 0 nhận xét

Hey Freegamers, 

My name is Antoine and I’ve been a devotee of this site and the Linux Game Tome for years. Now I have the priviledge to contribute back an article. Thank you qubodup for helping me out with this article. I love open source games, but I have a particular soft spot for those that allow creativity and collaboration from their users. Imagine if there existed an open source, and therefore completely editable, game engine with as much content as Morrowind’s fans have created available for it? As many of you are aware, there are currently fan projects working to extend the life, reach, and functionality of The Elder Scrolls III: Morrowind far beyond what’s possible using Bethesda’s Construction Set modding tools.


Can you guess which screen is rendered by what engine? :)

About Morrowind: Morrowind is an enormous proprietary game loved by fans for its atmospheric and immersive world filled with bizarre giant mushrooms, homes built into giant vines, and barren wastelands. However, it was plagued by software bugs, had many elements that were half-baked in their execution, and its game engine took poor advantage of GPUs. Some of these problems fans were able to address with unofficial patches and mods, but others could not be solved without changing the actual game engine.

When I found an open source reimplentation of the Morrowind engine I had to become involved. I’m very new to the group, but I’m helping out the PR team. However, just days after finding OpenMW, I discovered two more such projects existed, with rumors of a fourth. Mark Siewert of The Crystal Scrolls (and soon OpenMW), said the multitude of projects are a testament to the interest people still have in this game’s strange world. Indeed, look at the massive undertakings of fan projects like Tamriel Rebuilt, MGE XE, MGSO, or type in on YouTube “Morrowind 2011” or “Morrwind 2012” and you’ll get a sense for the countless hours fans continue dedicating to improve Morrowind a decade after its release.

I spoke with the developers of the different engines about their projects to get an idea of what their development status is, what their goals are, and how they’re accomplishing them. A quick disclaimer; you need a legal copy of Morrowind to use any of these engines for playing Morrowind. You can get one from steam (it goes on sale every couple of months) or by purchasing one on ebay.

OpenMW began in 2008 by Nicolay Korslund, it uses ogre3d, bullet physics, OpenAL, OIS, NifLib, and MYGUI. Nicolay stepped down as project lead last year and was replaced by the developer Marc “Zini” Zinnschlag and is joined by many great developers.

Project Aedra, was started by Tom Lopes in 2009. It employs NifLib, Bullet Collision, Quake 3 Arena for "pmove" character controller code, and the FastLZ library.

The Crystal scrolls was started by Mark Siewert in 2007 and it employs the Crystal Space 3d engine.

So what do these projects have in common? Well, they are licensed under some form of the GNU GPL license, written in C++, and aim to have all the features of original Morrowind, including compatibility with all official and unofficial expansions and plug-ins (and those based on external programs such as the Script Extender). Their individual goals are listed below. 


Additional Goals:

OpenMW
Project Aedra
The Crystal Scrolls
  • Allow greater modification: change game rules, create new spell effects, etc through scripting.
  • Fix system design bugs, like the "dirty" GMST entries in mods, and the save game "doubling" problem
Post 1.0:
  • Improve the interface and journal system
  • (possibly) improve game mechanics, physics, combat and AI
  • (possibly) support multiplayer
  • (possibly) improve graphics to use more modern hardware
  • Be blindingly fast
  • Multi-thread support
  • Multiplayer support
  • Modern graphics engine
  • Upgraded physics engine
  • Upgraded AI
  • Fix bugs in Morrowind (mostly related to data merging)
  • Add many functions of FPS Optimizer including a fix for the world map
  • Support for multiple .ini files, with each capable of overwriting some of the default settings.
Post 1.0:
  • Support for external tools that modify the Morrowind.exe like Morrowind Script Extender
  • Multiple world spaces like in Oblivion (would reduce mod compatibility issues)


Features:


OpenMWProject AedraThe Crystal Scrolls
WindowsDoneDoneDone
Mac OS XDone--
GNU/LinuxDoneWine-
Game launcherDone-Planning
ConsoleNearlyNearly-
HUDEarlyPartial-
Render InteriorDoneNearly-
Render ExteriorPartial*NearlyDone
Sky RenderingEarlyDonePartial
Day/Night CycleDoneNearlyPartial
NPC RenderingNearlyPartialDone
NPC AnimationsNearly-Nearly
NPC Dialogue Nearly**--
Sound effectsPartialDone-
MusicDoneDone-
Object CollisionPartialDone-
Object interactionNearlyNearly-
Water LayerNearly**NearlyPartial
ScriptingNearlyPartial-
Multiplayer-Early-
Plugin Merging--Planning
Graphical Replacer SupportDoneDone-
Multithread Stream Loading-Partial-
Hardware Animations (Shaders)PlanningPartialNearly
Load DoorsDoneDone-
Render Particle Effects-Planning-
Read Scrolls and Books-Done-
Menus -Partial-
Ground Blends-Early-
Distant Land-Partial-
JournalPartial--
Nearly** = Code is in the repository, but not in the latest release.
Partial* = Code is in repository, but likely to not be activated in a release for quite some time.
- = No code or planning done yet, or possibly not intending to include.

When is your next release?

OpenMW: No exact date, but we are on the verge of our big 0.12.0 release.

Project Aedra: One was just released. The latest download is r163.

Crystal Scrolls: After recently returning from an unexpected and prolonged hiatus, I released a new snapshot two weekends ago.


What’s next?

OpenMW: Work on version 0.13.0 has already begun.

Project Aedra: Everything (in no particular order); scripting, multiplayer, key binding, animated textures, GUI, conformance (tweaking every little thing to be the same as in Morrowind), ground blends, bug fixing, animated skins, distant Land, 3D SFX, and shaders.

Crystal Scrolls: I am going to join forces with the OpenMW team and help them in getting their own project out of the door. While I will still continue developing this project, I also want to see one of the many Open Source Morrowind projects completed. And from my point of view, OpenMW is likely to reach maturity first. I am planning to do more work on things that do not depend on the renderers, so this should be of use to OpenMW as well.
Concerning Crystal Scrolls 0.3:
  • Plugin/Mod support. Possibly with a launcher which lets you disable/enable plug-ins 
  • Support for original save games (it's no that different from plug-ins). 
  • Object interaction. This will enable many additional features, such as picking up objects, entering internal cells, and more. 


How big is your team?

OpenMW: We have eleven active developers (with varying degrees of involvement with OpenMW) and five people working on things like package maintenance, public relations, and website administration. Our team list is here.

Project Aedra: 1 person, me!

Crystal Scrolls: Myself.


How can people contribute?

OpenMW: If you are skilled with C++ or have game programming skills please register at our forum, look at the version 0.13.0 thread and find an unassigned task, assign it to yourself and get started. Also we want people with fast computers and video editing skills to record demonstration videos for Youtube. We hope that releases post 0.13.0 will be playable enough to necessitate many bug testers. If you are learning how to code, download and have a look at OpenMW.

Project Aedra: I'm looking for C and C++ game programmers with prior experience who can help program.

Crystal Scrolls: There are many ways to help out. Now that rendering and animation is mostly out of the way, it is feasible to start implementing more features. My primary goal for 0.3 is to add plug-in/mod support, and object interaction, but one can easily imagine things that are not blocked by this feature: sound, the console, scripting, etc. So if you want to help, install the program and find something that is missing and that might not depend on plug-in support or object interaction.



There you have it folks; three projects sharing a lot of common ground, but with some different goals and feature sets. Which is the best? That depends on who is asking. I suggest trying out all three every six months or to see how their changing and defining their own style. No doubt they will influence each others development with ideas and solutions. It is very exciting that Mark Siewert is joining the OpenMW team. Here’s to open source, games that facilitate creativity, and the preservation and improvement of games for posterity!
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Dev corner: FOSDEM about Games

Thứ Ba, 14 tháng 2, 2012 | 0 nhận xét

Fosdem Game Dev

We already mentioned the FOSDEM 2012 role playing game development talk but recently I found links to more open source game development and game design "devrooms" here.


  • Alistair Riddoch - The Dynamic Data Driven Worlds of WorldForge.mp3
  • Arthur Huillet - Anatomy of a role playing game.avi
  • Erik Ogenvik - Getting Started With Ogre3d For Game Development.mp3
  • Jeremy Rosen - Balancing a game - the open source way.mp3
  • Thomas Kinnen - Data-Driven and Component-Based Game-Entities.mp3


I also recommend "A New OSI for A New Decade" here, which starts with explaining how not to be annoying when advocating freedom.
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Open Source RPG Development Talk, #AltDevConf

Thứ Bảy, 11 tháng 2, 2012 | 0 nhận xét

Arthur Huillet of Freedroid talked about RPG development at FOSDEM 2012:


In two and a half hours, the online #AltDevConf starts. There seems to be no way to attend live unless you use Windows or OS X but the talks will be recorded and made available online later.

There will be 25 talks from the range of game programming, education, design and production.
AltDevConf is an online community-driven conference...
We aim provide free access to a comprehensive selection of game development topics taught by leading industry experts, and to create a space where bright and innovative voices can be heard.
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Winter Shorts 3: Wizznic Cursor, TORCS Music, Knights Deathmatch, Humm and Strumm Specs, SuperTux Contest

Thứ Ba, 10 tháng 1, 2012 | 0 nhận xét


Wizznic! received more GUI enhancements [video (00:57@YouTube)]
TORCS 1.3.2 brings menu music into the game [.ogg (05:50/7.1MB)]
Knights 0.19 features deathmatch [description]
Humm and Strumm is an in-dev co-op game engine [design .pdf (156kB)]
SuperTux' level contest has four entries so far [submission thread]
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Hale Review & Flare 0.15 Video

Thứ Năm, 15 tháng 12, 2011 | 0 nhận xét

Hale RPG
A very fine read is this review of the TBS/RPG Hale. Its first comment was written by the sole developer.


Flare 0.15 introduces outdoor areas. Translation submissions are welcome now as well. Look for instructions and examples in this post.



Freedroid RPG recently released the second candidate for 0.15. Soon it will be ten years since registration of the freedroid project on SourceFroge.net.



Checking on Scourge 2, another open source RPG title, there has been no development for eight months.
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Summer Shorts 2 + Screens

Chủ Nhật, 11 tháng 9, 2011 | 0 nhận xét

Unknown Horizons Player Scores...

gscai of the real-time colony building simulation Unknown horizons wrote a short player-view summary of how the game's artificial intelligence works.

libtcod's project browser filter

libtcod, an advanced toolkit for roguelikes now has an online browser for projects using it that allows to apply filters.

Tactical battle in Hale

I stumbled over Hale, an RPG described as having "deep tactical combat system and storyline".

The project seems to use freely licensed assets, which is a great. I hope that the GUI will receive a makeover (using a pastel background color and killing the 1995'ish 3d button/border look does wonders).

Example sound visualization at Freesound 2.0

Freesound went 2.0! CC-BY and CC0 as license options! (Unfortunately CC-BY-NC as well). Sampling+ remains for legacy sounds where authors have not switched to a modern license. Read the announcement here.

Six-legged vehicle in Xonotic

Xonotic 0.5 brings new maps, vehicles and multi-language support. Many more details can be found in their annoucnement post.
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Wazzal (dx8 game) open sourced!

Thứ Sáu, 9 tháng 9, 2011 | 0 nhận xét

Wazzal in space

Wazzal is a single-player role-playing space trading and combat game that features a compact plot, ship-boarding mini-fights and allows to switch control between ships during team battles.


The recently open sourced game was made by Ville Mönkkönen of Instant Kingdom (IK). He is responsible for excellent freeware games including Notrium and is currently working on a for-pay top-down fantasy RPG.


IK community member Amarth shared some insight about what it would take to make Wazzal run on modern operating systems:
It will be a lot of work. DirectX calls (Windows only) are sprinkled all around the code. Then there are some references to the win32 api, though not many when compared with the DX ones. There are probably also some non-standard C++ Visual Studio-only things going on, but that shouldn't be too hard to fix either. DirectX is the big problem here.It also needs to be done, because Wazzal is written with the DirectX 8 library, which seems to be no longer supported in any way by Microsoft.

It's positively impossible to find the headers and libraries needed to compile this at Microsoft. I haven't tried other locations yet. It's probably not impossible to find, but who knows how well supported old libraries will be on newer versions of Windows...
The license for both code and assets is a very permissive one and likely to be compatible with MIT/zlib/3-BSD (and CC-BY for assets):
10 You are allowed to use the game source files and the included resource files in any way you wish, I only ask that you retain this license and credit me.
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DungeonHack/Godhead Demo Ultimatum

Thứ Ba, 6 tháng 9, 2011 | 0 nhận xét

DungeonHack aka Godhead imposed an ultimatum on itself: two weeks for finishing a gameplay demo using the Lips of Suna engine.


Should the demo not be finished by that time, the development team will commit Seppuku.

Just kidding. :)

It's refreshing to see an open project put some pressure on itself. I'm looking forward to the results of this.

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