Wednesday, February 29, 2012

Coldest Mech Bots

Testing Coldest Bots 2012-02-28 git


Coldest builds that feature bots are available for Windows and Linux.

So far bots are able to navigate simple terrain and seem to be looking for the closest enemy. However they don't worry about their own health too much and fire their lasers until they explode from overheating.

The developer announced that they might organize a play testing session mid March. Stay tuned!

Alien 3

Well I decided to do a review on Alien 3 for the NES. Just recently I had watched the third Alien movie, Alien 3 in the Quadrilogy. The Alien Universe has been a favorite of mine since I was a little guy. I kind of looked up to the marines, because they were so bad*ss. Well in Alien 3, Lt. Ellen Ripley was the main character, as is the same in this game. So now it is time to see how this game lives up to the movie... As we all know movies make bad games, and games make bad movies...
[PS Forgive me for my bad screenshots, I will need to invest in something better than MSPaint]

WOW THIS TITLE SCREEN IS SO WICKED! ITS EPIC AND AWESOME!!
To start off you can see the title screen is a joke... This is gonna be a fun review. 
 Gameplay/Controls:
First off I was kind of confused about how Ripley starts off on the surface of a planet armed with a Pulse Rifle. I love how this game already starts off completely messed up. In the movie Alien 3 Ripley crash lands on the planet Fiorina 'Fury' 161, an old foundry which is used as a prison. I can see how it kind of looks likes a foundry on the first opening scene, but aliens running around on the surface? Come on. This games controls are horrid. Completely garbage, like I mean, you can’t even aim up and shoot the aliens in the ceiling? You can throw grenades which is kind of cool, but you throw them like a handicapped sloth. The grenades, they get tossed about 3 feet in front of you. Last time I checked the shrapnel and the shock would probably kill you at that range.

The other thing that is frustrating about this games gameplay is it’s a race against the clock to save people who were face hugged? Either way you save someone after they have been face hugged their dead anyways. As there is no technology to cryo-freeze them to keep them alive until the embryo of the Alien was removed. Another thing how does Ripley have access to grenades and weapons to begin with? In the movie there were no fire arms, explosives etc. The other thing I have beef with is that, why does this game suck so bad? Well continue reading on.

The controls are horrid like I stated earlier. You jump like your slam dunking a basketball. You fall down when you get hit by an alien, than you teleport back into the standing position. Thats orignial. You can also get knocked down the ladders by the aliens too. In which you lay there, than teleport back into standing position. Also where are all the prisoners in like in the movie to help you kill the hybrid "Runner" alien? So this game is completely wrong!  How is there multiple "Aliens" in this game? The game is called "Alien 3" aka single not plural! In later levels I suppose you fight "Praetorian" or "Warrior" Aliens due to them being bigger and more bad*ss than the smaller ones. Not to mension theres eggs and facehuggers in the game, which would claim there is a queen laying eggs and the drones are doing their job. This game should have been called Aliens because it follows the the second Alien installment, you guessed it, "Aliens".

Like I had stated, the controls are horrible, and the gameplay is the same thing over and over.
Ellen Ripley I knew she was tall. Nice jumping girl, looks like your doing an ad for some nice Nike Air Jordans. This is the famous "jump" I was talking about. SLAM DUNK!!


[Trivia Time! In the Director’s cut of Alien 3, a facehugger actually impregnates some sort of bovine creature. Than when the alien is born, it gains some of the DNA structure of its host. Thus replicating a stature, or structure of its host. In most cases we see drones which are usually spawned from human hosts. Minus the one which was born in the way a human gives birth in Alien Resurrection. In other cases such as Alien VS Predator, and AVP 2: Requiem [The Movies] At the end of the first AVP, this theory is proven correct once again, as there is a Hybrid Alien; the Pred-Alien. Also the Theatrical release of Alien 3, the facehugger gets a hold of a dog instead of the bovine.]

As you can see, its that god awful RED again! [Note to those who do not know, I am colorblind, thus making the "red" appear like a shade of orange+pink]
DO A BARREL ROLL!! Ripley as she falls down a bunch of random broken catwalks?

Graphics/Background:
Wow so entertaining, the game looks drier than, well I don’t even know. The screens before each level begins suck too. Well the graphics seem ok for this game. It’s nothing special at all. The flamethrowers flame animation looks like complete garbage. The animation of Ripley tumbling down off of things is well done, but too bad it does nothing to help out the gameplay at all. The aliens look decent for their sprites being like one shade of color, and all the explosion animations look like crap. Nothing much else to say about this other than the background has random black holes in the walls in the first stage. This was over used waaaaay too much. They could have at least used a few different sets of backgrounds instead of the same thing over and over and over again. Not to mension Ripley looks like a employee of a santation department for a city. Aka Garbageman.

The detail on the alien looks ok. This the the screen before a the first level begins...
BGM/SFX:
Well I never thought I would say this, but this games music is ok. Aside from all the other crap, the sounds are somewhat decent. You can tolerate it for the most part. The BGM isn’t that bad, the SFX are ok, and the guns sound something like they should. All in all nothing special at all.

Uniqueness/Creativity:
Like I said before I started this review. Games make bad movies, movies make bad games. It seems this is a true statement. Look at the terminator movies, the games all stunk more than rotten egg farts and beer, same with the movie Doom. The Doom games were way better than the movie. At least the Doom movie had some ideas from the games, mainly the third one but not all of them. This is why Alien 3 on the NES gets its balls busted due to it following nothing from the movie Alien 3.

Closing thoughts/Statements:
All in all this game is bad. Waste of time. I wish I had the 3 hours back that I wasted on this game to review a different game, but this is what I enjoy doing. Saving people from wasting their time on bad games like this. In all of my reviews, I do my best to either beat the game, or get damn near close to it. This game I got fed up with saving people who are doomed anyways. I took one for the team and played this horrid, putrid pile of turds... 

I guess the Aliens won because I did not finish this game. Bow down to them. All our base are belong to them!!

Onslaught Arena Now Open Source Code!

Onslaught Arena

Onslaught Arena, a HTML5 top-down shooter that has a non-space-ship-scenario, is now open source code, non-free assets on GitHub.



The assets are included under non-commercial terms and the developers did not have the time to read about Creative Commons licenses, which I'm sure is one of the reasons why CC-BY-SA isn't widely adopted: time. If you are able to give a concise description, please do in this thread.
Three LostCast moderators

The team's blog is also home to a podcast about HTML5 games.

Tuesday, February 28, 2012

Frozen Bubble 10th Anniversary


Frozen Bubble for Android


2012 February the 6th was the 10th birthday of Frozen Bubble's first release. The development was started in november 2001 by "ayo", amaury and Guillaume Cottenceau, members of the MandrakeSoft team (Mandriva nowadays).

Frozen Bubble is a beautiful game inspired by Puzzle Bobble (published by Taito in 1994 , also called Bust-a-Move). The game has nice graphics and music (from matths alias Matthias).

Frozen Bubble level editor for Android

Development has stopped in 2008, but Frozen Bubble and its ports still enjoy high popularity, especially on the Linux and Android platforms. A Java port also exists. Only the first version is available for Windows.

A French language interview with the makers was recently published on linuxfr.org.

Monday, February 27, 2012

AltDevConf 2012 Videos Under Creative Commons Attribution

AltDevConf 2012 videos have been released under CC-BY license. None of them seem to be directly related to open source but most should still be relevant and apply to flosgame development.
Programming Track
Education Track
Design & Production Track
Beyond this post, these videos will continue to be available under the official AltDevConf YouTube Channel!
For example the following video is definitely relevant to donation-based development, which can be seen in some free, open source game projects.

Saturday, February 25, 2012

Wolfire's Mojam Game Art Assets are Public Domain

Wolfire made an unfinished prototype using the proprietary Unity engine for the private Humble Bundle Mojam. You can watch thic entertaining, commented timelapse video to find out more.


another video: Mojam Art Overview

 Art assets have been released into the public domain (.zip here), with a few exceptions mentioned here (music and sand texture).

Blender import of a few .obj files from the .zip for testing

Included are 47 .obj 3d models, 41 .png/.tga/.psd images and 7 .wav sounds.

If you're interested in the ongoing development of The Broadside Express, follow this thread.

Stunt Rally Podcast

(video) podcast FLOSS Weekly #202

A (video) podcast show called FLOSS Weekly interviewed Crystal Hammer of Stunt Rally about the project in their issue #202.

I only recently discovered the vast spaces of open source and Linux podcasts. If you know of open source games podcasts, please let us know in the comments! :)

Friday, February 24, 2012

Here goes...


Castlevania 1 (NES)
  
Well here is my first review on what some say is a great installment on some old classic NES games. This is the first installment of three on the NES. To my knowledge you are some dude named Simon Belmont and you have a whip, which later powers up to a flail. Your one bad*ss who enjoys slapping ghouls, ghosts, bats, cats, rats, and whatever else gets in your way. So here we go!
Gameplay/Controls:
I like the idea of power ups being hidden in some blocks, kind of like Mario Brothers. You can break the random candles on the walls for hearts, money bags, and also find certain items. Each item has a unique purpose, at a cost of 1 heart each use. (Nothing is free!) An example of a great weapon on the first boss is the axes. The axes can be lobbed to help you kill the boss, a flying bat. Each item can be utilized in certain areas to help you out, but at other times be completely useless. For a prime example, you get the Blue bottle, (seems like a Molotov cocktail) and you toss it on the ground and it makes a flame. That is extremely useful against flying enemies. (Sarcasm) In that case, the Cross, (acts as a boomerang) would be more useful in that situation. Another one of Simon's power ups look like a flail which you can get to increase your whips damage and range, are quite easy to stumble upon. Without some of these you would be dead meat in some situations.
I like the idea of ascending and descending on the stairs. This is quite a unique function to have for a game of this time (1986 on the Family Computer Disk System in Japan, which was ported to the NES Cartridge in North America in 1987.) Alot of older games were more simple than this game, I can see why for its time it was a favorite among many NES gamers.
The controls seem a bit sluggish, as in when you need to be critical in timing all the time. There seems to be no midair control at all. Those flying horsehead Medusa things that knock you off ledges and downstairs, you need to be critical in hitting those. It almost seems that they will always knock you off a ledge so that you die. One of the flaws I have noticed in the overall gameplay is that, if you proceed up a set of stairs, and get knocked back down them, you die! It’s as if you fall into a bottomless pit and just, well, die. Maybe Simon falls down and cracks his skull open how do we know?
Graphics/Background:
The graphics for this game are not too shabby. They seem to utilize the color red a lot. Then again this game is older than I am by 2 years! Majority of the other backgrounds are well done.The Enemies all have a unique look which is good. They do not seem to recycle the sprites which is good. Many of the older games do this which is a lazy game designer’s way out. I am colorblind so the colors always mess with me. Red/Blue/Greens are the worst for me. So the red backgrounds, as I am told, really mess with my eyes. These older games really rack a toll on my sight after gaming them, but all in all this games Graphics are not too shabby!

The axes, best for slaying this Bloodsucking Rat!
This is the "Red" color I am talking about!

BGM/SFX:
 The music for this game is alright. It gets annoying after a while though. The SFX when you collect things is pretty cool; it makes you want to collect more and more items. The sound of the whip is pretty accurate for the age of this game. The noise it makes when enemies die is ok too. Makes kind of like a boom noise. The other thing that is annoying about when you die is it’s almost like the Price is Right jingle they play when you die. It gives you that sense of feeling that you’re a failure, you suck, and you need to end it NOW. Why even keep trying? All in all this games Sound and SFX are pretty solid.
Uniqueness/Creativity:
I might catch some flak here but this game is very much like a typical Dracula/Zombie/Undead killing game. There is some superstition in the background of this game with the crosses and such. This game probably is one of the best side scrolling games for its time. The adventure aspect of it is quite good too. I also give this game thumbs up for the stairs being implemented and being functional. This is why it is set apart from other side scrollers where you can only jump on blocks to ascend or descend.

Closing thoughts/Statements:
All in all I give the first Castlevania credit for being a solid game for its time. It’s not a bad game, it’s just the controls are clunky and sluggish. If the controls were a little more responsive, the game would have been a lot better. I would strongly suggest this game to anyone with a love for sidescrolling good old ghoul bashing madness!

Ancient Beast now Free as in Freedom!

A little while ago, Ancient Best dropped the NonCommercial license they were using for art and assets and are now DFSG-free.

Facebook announcement about Ancient Beast's license change

The game runs in HTML5 and is a turn based strategy in early, active development. It is supposed to run on low-spec computers.

Ancient Beast Battle Mock-Up

Their 1.4 G repository of concepts, drawings, mockups, audio files and 3d models is impressive:


 Ancient Beast Concept Art



Ancient Beast Icons

More can be seen in the official gallery

You can support the project through PayPal, Bitcoin and Flattr here.

Thursday, February 23, 2012

Family Guy Online Beta Review

Reviewed on: Feb. 22, 2012

Gameplay:
Family Guy Online has been advertised for some time now. They have recently started doing small sessions for a closed beta. I was lucky enough to get into one of those betas. Family Guy Online is an online game that you play in your web browser. You start off by creating your character. As of right now there are 4 different character types to choose from. They are Stewie, Lois, Peter, and Chris. There is also another character slot that is blanked out and by looking at the portrait it is Bryan. I assume when the game is out of beta you will be able to create a Bryan type character. Now each character type has it's own speciality for example Stewie is able to deal massive amounts of damage because that is one of his skills. When you decide to choose what character you want to be you are now able to fully customize the character of your choice. Whether is be shirts, eyes, mouths, or your nose and you customize everything. There aren't a ton of customizable items as of yet but it is enough for now. When you are finished are are brought into the game. You start off in front of the Griffin's house on spooner street. Your first quests begins with Peter Griffon where he asks you to talk to Chris Griffon on why he does not want to go to school. From here on out you start to do quests to earn money, experience, and vanity items.

Character Screen

As your questing you will find random items laying around that may or may not look familiar. For example you will find a tennis ball. When you click it the ball gets added to Bryan's collection. So you can collect important items from the Family Guy universe and add them to each characters collection. The town of Quahog is pretty big. You start off in the urban area aka. spooner street. When you have done all the quests or enough quests you are able to move on to other parts of the town to explore. Overall the map is a pretty decent size to walk around and explore. In Family Guy Online you are also able to interact with many other people in the game as well. In the beta the chat was not working so hopefully that will be fixed when the game is released. Despite all of the bugs in the game (see down below) Family Guy Online is a decent experience. Not great but alright.

Bugs:
There are several bugs in the game that I noticed while playing. For one some of the audio likes to overlap other audio within the game. The quest where you go into the other universes through Stewie are all bugged. When I did this quest I was stuck in the Asian Griffon family house. There was no way out and no NPC's to interact. Another big one is the constant lag. Some parts were alright but every minute or less there was lots of log and lots of loading. There was another bug where if you clicked on a emoticon or quest item it would not activate or respond. This bug happened to me a lot. Yes, there are a lot of bugs in the game but this is why they do beta tests to find all of them and fix them for the release.

Customize your character! (Not my character)

Conclusion:
Family Guy Online is a game where you play for 30 mins - an hour at a time before getting bored of it. It is meant for casual players. You can tell just by playing it. I did however find it neat that I was able to explore and experience Quahog virtually. I love the show and there are a lot of little easter eggs through quests that fans of the series will pick up right away. The game is still in rough shape and still in the beta process. They are doing multiple beta tests to work out all of the bugs so it will be fresh on launch day. Overall it was a nice experience and looking forward to getting into the next beta test.

**Note**
This review will be constantly updated as further beta tests are implemented. This is not the full review just my thoughts on the beta as of now.

Want to stay updated?
Follow me on Twitter: https://twitter.com/#!/codysreviews
Follow me on Facebook: http://www.facebook.com/pages/Codys-Reviews/169616679792052?sk=wall

Complete List of Fosdem Game Dev Resources

Wednesday, February 22, 2012

Short: Gigalomania and CTruck3D

Losing in Gigalomania

Gigalomania [blog] is an open source 2D Real Time Strategy game, for Windows, Mac OS X, Linux, and Nokia smartphones (Symbian, Maemo and Meego). The gameplay consists of researching and developing new technology with which to conquer your enemies, from rocks and sticks to nuclear weapons and spaceships. You can advance through ten different ages, from the stone age to the future. There are 28 different maps to play through.

CTruck3D

CTruck3D is a simple-looking OpenGL truck simulator.

term_CTruck3D

There is an ASCII-Art variant called term_CTruck3D.

EDIT: What's quite interesting about the game is the marketing(?). Two YouTube accounts seem to be quite excited about the game: simhgamedev and violinperforming.

Begun these clone wars have (a word on the inevitable Terraria clones)


In case you haven't heard the news already, development on the popular 2D block mining game Terraria has ceased.  A lot of people are disappointed to hear this, since at this point it would appear that a lot of features that people want will never materialize.  What I'm here to talk about today are the inevitable open source clones that will no doubt pop up in Terraria's wake.  There's a power vacuum right now, and it would be nice to see a FOSS game capture the imaginations of a massive audience now left clamoring for developer support.  For the people considering starting up a clone project, here are some things you ought to take into account:

First and foremost, don't just make a clone.

If you want people to actually play your game in large numbers, you need to avoid the feeling of it being a knock-off.  If you're thinking about naming it OpenTerraria or Freeraria or something like that, stop right now and consider the reasons why an experienced Terraria player, who has their own Terraria server and friends they like to play the game with, would jump ship to come and play your game.  (There's nothing wrong with this, per se, but understand that you'll be fighting an uphill battle in terms of differentiating yourself from a product with an entrenched user base.)

Instead, take a look at Starbound and all the sweet new features it's bringing to the table and how much excitement it's generated in the few weeks since it was announced.  Starbound isn't Terraria.  It's inspired by Terraria, certainly, but it's already its own distinct game with an interesting setting and features that differentiate it from its predecessor.

Think about what Terraria is at its essence -- a 2D, action-oriented, block mining, item collecting platformer -- and consider how you might take that concept and build something unique with it, rather than just making a game that isn't quite Terraria.  This means coming up with cool ideas that people didn't even know they wanted -- not just some more types of blocks or weapons or bosses, but entirely new and different concepts that raise your game from clone status to the much more desirable status of spiritual successor.

Check for similar projects before you start one.

There might already be someone else working on an spiritual successor of Terraria.  If that's the case, help them.  (I'm not aware of any currently in progress, but I'd be happy to link to any promising ones if people tell me about them.) 

Design it with multi-player in mind from the ground up.

Yes, this takes the game into ambitious territory, but let's be honest here.  One of the big draws of these sorts of games is the multiplayer experience.  Miss out on that and you aren't going to get much interest at all.  Terraria's multiplayer support is fairly weak, and as such people will expect yours to be better.  Fail them on this point and you've lost most of your audience.  Do significantly better and you've got a chance to win people over.

Make it moddable...

"Is it moddable?" is one of the first questions people ask about games nowadays, especially games of the block mining sort.  The answer to this question should be a resounding yes.  Not only should it be moddable, optimally you should provide tools to make it easy to mod, which means something more than just XML and a text editor. 

I've advocated for easy content creation before, and one thing people always come back and say is that if you can't work with XML and a text editor, then there's no way you could possibly make anything worthwhile.  Not only is that opinion wrong, it's also a turn off to the bread and butter members of your community, who may be perfectly adept at using GUI applications, but probably don't know much about editing XML.

Of course, if you want to make a game that nobody pays attention to, by all means force people to use XML and call them idiots when they ask for a graphical tool. :)

...but make sure there's compelling content.

This is an easy one.  If people don't want to play your game, they won't want to mod your game.  If there's no initial content, other people aren't going to come in and add it for you.

Make it easy to install and run.

Don't make me install a ton of dependencies.  If I'm running a modern Linux box, I shouldn't need to install a bajillion packages just to make your game work.  If I'm running Windows, I probably don't want to muck around with downloading the latest version of your favorite bytecode interpreter to run your game.  I want to run the installer and have it appear on my start menu.  If I'm running a Macintosh, I want to run it... well, however Mac people usually run their games (*ahem* perhaps dual-booted into Windows? -- kidding).

Point is, don't make it a pain in the ass to set up.  Make it a couple clicks.

Make it run on Linux.

This is another no-brainer.  If you want the FOSS community to be interested, make it run on a free OS, and make sure it works on a platform that isn't a patent trap.  This will also have the benefit of making it easier to...


Port it to Android.

Mobile platforms are where it's at nowadays.  Support Android and you'll make a lot of people very happy.  My understanding is that there are some license issues with the iPhone app store and FOSS, but if you can at least get it to run on jailbroken iPhones, all the better.

Make it look nice.

I saved this one for last.  People care a lot about graphics.  If you can make a complete game with placeholder art that meets the above criteria, I'll personally pay to commission art for you.


So there you have it.  If you're still thinking about making a Terraria successor, you've got a long project ahead of you.  Better get coding. :)

Peace out,

Bart K.
OpenGameArt.org

OpenArena 0.8.8: 13 Maps, 7 Music Tracks, 1 Player Model


OpenArean 0.8.8 brings many additions and changes. See some of them below:

am_lavactf - Facing New Neko Bot Playermodel - 107 - Open Arena 0.8.8oa_bases3p3ta - 053 - Open Arena 0.8.8am_spacecont - 083 - Open Arena 0.8.8am_thornish - 071 - Open Arena 0.8.8oa_bases3p3ta - 051 - Open Arena 0.8.8oa_thor - 042 - Open Arena 0.8.8am_mckinleyish2 - 084 - Open Arena 0.8.8mlca1 - 059 - Open Arena 0.8.8
OpenArena 0.8.8 - hover for info - more images here

On a related note: OA's lead dev recently uploaded a Sorceress 3d model that did not make it into the game under GPL2 and CCBY(SA)3:

This is a rejected mystical elf sorceress for my game project OpenArena 3.x. It's rejected due to technical (2 surfaces, and too low poly) and anatomical reasons (regarding the hands and feet). The skin is muddy and low quality is well. This was done in 2009-2010.
Comes weighted to a standard rigify mesh. She has no actual fingers, her hands are mittens!
Might be suitable for a low poly distant camera dungeon crawl. Could even be suitable to produce other characters with in that dungeon crawl.
An alternative worse skin is also included. It's on the second UV Texture layer.

Tuesday, February 21, 2012

Game Developers: Standardize Custom User Files Path on Mac OS X and Linux Now!


Naev became XDG-compliant on *nix systems. By following the Freedesktop XDG Base Directory specification. Join the right cause! [edit]Here's a second post on the topic by the Naev developers.[/edit]

Examples of non-compliant ~/.placement:

.alephone.freeciv.OpenLieroX
.allacrost.freeciv-client-rc-2.2.openttd
.ardentryst.frogatto.phlipple
.Avoision.frozen-bubble.q3a
.chromium-bsu.ivan.conf.redeclipse
.civserver_history.IvanSave.renpy
.coldest
.scavenger
.dosbox.minetest.supertux2
.fall-of-imiryn.nikki.teeworlds
.feuerteufel.conf.nikki-free-levels.trigger
.fife.openarena

And here are some good ones:

.config/flare.config/inkscape.config/mapeditor.org
.config/violetland

Sunday, February 19, 2012

Developer interview: SuperTuxKart team.

Hi folks,

My name is Artem (KroArtem in IRC) and I wanted to post an article here almost for a year. Nowadays I have an opportunity to do this. Let me introduce myself: I'm studying at St.Petersburg State University, Faculty of Applied Mathematics and Control Processes, trying to become a programmer and a mathematician :) In my spare time I like to test some linux games, report bugs, give feedback, translate them and so on. Actually this is the way I've met SuperTuxKart developers. Today I want to obtain an interview from them.

Firstly, let me remind you what SuperTuxKart is. SuperTuxKart is a kart racing game that features free software mascots, has a cartoony style, includes different game modes and supports multiplayer (split-screen). You can visit STK's site and receive some more information about the game.

SuperTuxKart's new track, Blackhill Mansion

Secondly, I want to name our beloved developers and contributors: Joerg «hiker» Henrichs, Marianne «Auria» Gagnon, Magne «Arthur_D» Djupvik and Jean-Manuel Clemençon aka «samuncle». Please note that there are some more contributors but unfortunately I didn't manage to contact them. I think 4 people would be enough for the interview, though :)

I've prepared some questions and sent them via emails and here are the results:

FG: Please say some words about yourself/your job.

Arthur: My name is Magne, and I am an avid fan of SuperTuxKart. I'm interested in computers, music, animated cartoons and of course games.

Auria: My name is Marianne, I work mostly as a developer for SuperTuxKart. I am going to complete my computer science studies at university in the coming months.

Hiker: I've studied computer science in Germany, and am now working as a consultant for the Australian Bureau of Meteorology. I help them using their supercomputer for their operational and research numerical weather and climate predictions.

Samuncle: I like drawing and hiking. On the professional side, I am currently studying telecommunications to become technician.


FG: Explain in a few words how and when did you join STK's team?

Arthur: Well, I had been playing the game's predecessor TuxKart as one of the few 3D games my computer could handle back in the day in Linux. Later my brother said a fork of the project had appeared in the repositories, so I went on to install STK 0.3. I was impressed by the changes, and decided I would try to follow the project's mailing list. Of course, I couldn't manage to keep quiet, so I engaged in discussion and asked questions, and got always nice, friendly answers back, which made me want to stay with the project and get involved where I could.

Auria: I liked kart games like Mario Kart. So many years ago I downloaded STK - version 0.3 I think. However this old version had major issues; so I decided I might as well do small improvements, like replace the then cylindrical lighthouse with something better, etc. And a few years later here I am, core developer :)

Hiker: I discovered TuxKart as part of a suse Linux installation, and soon found that a 'Game of the Month' had started intending to improve TuxKart. That project had basically been abandoned (due to some disagreements between the original developer and the GotM-team). A fork was created to save their work, but the project was dead. I basically picked up the project from there, fixed the bugs and performance issues, and did a first playable release of STK. Then I was hooked on ;)

Samuncle: Initially, I wanted to propose ideas that could help improve the graphics. I liked STK but I thought we could do better visually.


FG: Say what role do you have in the project? (Leader, package maintainer, etc)

Arthur: I mostly test and give feedback on the project, report bugs, write updates on our blog, and make some trivial changes now and then, mostly graphics related.

Auria: I am a core developer to the game itself, and occasionally work on 3D modelling. I am second only to our benevolent dictator Joerg :)

Hiker: I am one of the two project leaders.

Samuncle: I work on the graphics of the tracks. I build new tracks from start to end, or I improve existing tracks. I use mainly blender for the 3D, gimp for textures and mypaint for drawing.


FG: Why do you work on this project?

Arthur: Because I like the game, and because it's a very unique project in the world of Free software. It's an arcade racing game with only mild cartoon violence, and it has a very distinctive gameplay. Most other Free racing games are more realistic and doesn't have a cartoonish theme. Also because the developers are very nice people, and the community as a whole is good to be in.

Auria: I like kart games, I like programming, I like the STK team.

Hiker: Originally my main motivation was to give something back to the open source community by fixing the performance problems STK had after the GotM project. But then I got interested in the game, and still have some ideas I might want to implement once I have an engine with all features I need. Additionally I hope that STK might serve as a teaching tool as well, it would be easy for schools to pick up and perhaps use STK in their lessons.

Incidentally, the fact that it is like Mario Kart was never a point for working on STK - I had never played any kart game till two years after I started working on STK (and people kept on telling me: "It's like MK", so after a while I decided to have a look).

It also keeps me entertained on my way to work, since I mostly work on the train on my way to work :)

Samuncle: Because I would like supertuxkart to have nicer-looking graphics. Along the way, I also use this as an opportunity to learn blender and another tools. It's also fun to play a game you contribute to.


FG: Are you satisfied with existing development? Do you think STK needs more contributors/testers/artists?

Arthur: I am satisfied with the direction of the game, I only wish things would happen faster! But for that to happen, we need more people to help contribute. So if you have something you think would add to the game, please come forward with your skills, or just your ideas (though we get millions of those, and usually fall short on man/woman-power). Programmers and 3D artists are especially welcome, but as said everyone can get involved as much as they want to. And we're all a friendly bunch, so getting involved isn't hard. :)

Auria: We could certainly use with a few more developers and artists :) the networking feature, for instance, is often requested and help would be welcome in making it come

Hiker:r: Well, the team could certainly be bigger, with atm two code developers and about two regularly contributing artists many things take much longer than necessary, or need to be postponed till later.
But the team itself works quite well together, so I am quite happy about this.

Samuncle: I think a network mode is what STK lacks most, so if someone could work on this it could help get things moving forward.


FG: How do you see STK in the future?

Arthur: I see it as an even greater game, with more fun, more polish and a larger community, and also an online multiplayer community. In short, I think it can only get better from here. :)

Auria: As any open source project, it's very hard to see the future. Let me just say that I would like STK to grow with a solid set of nice-looking tracks, improved AI and better single player mode as well as multiplayer.

Hiker: By switching to a more modern graphics engine we have opened the way for much better looking tracks, and slowly we are replacing older tracks with newer ones. Support for networking will certainly give STK more appeal to a wider audience. By then I hope to find some time to implement more game modes to make STK a more unique and interesting game, and less of a 'copy' of other kart games.

Samuncle: Hmm, I don't really know ^^ I would like it to be more cohesive (not less fun though), that there is more unity (between tracks, most notably). I would not be against reducing the number of tracks to improve their quality (because maintaining a world takes time)


FG: What do you think is important, what do you like / don't like in stk's development/community/etc.

Arthur: The important thing is to have fun, and stay cool. We are blessed with very stable project leaders, who have been pushing the game forward for many years. So even though I'd sometimes wish development would be faster, it's important that people do things in a tempo they are comfortable with, and don't burn out. Also, there are more important things in life than STK, but I do say it has made mine a little richer. So if you like the game, feel free to register at our forums, join the mailing list and IRC and take part in the discussions. :)

Auria: It's important and very welcome to get help with testing, especially when betas or release candidates and released; translations are also very important. The less fun aspect is managing everyone's expectations, people have many ideas of what they would like us to code for STK but it would take 10 of us to do it all :)

Hiker: In contrast to commercial game design we have only limited influence on the 'style' of tracks, since especially the kart and track design is done by various artists, mostly following their own taste. We nevertheless try to maintain the vision where we want STK to be at. With the addon-server we luckily have now the option to publish karts and tracks that might not fit in the main game for everyone to download. It of course means that Auria and myself sometimes have to be the (hopefully) benevolent dictators, but I think that is very important in order to keep STK on track.

The most disappointing point is that we often get people interested in helping to develop STK, but they then disappear leaving a less than half finished mess of code behind. I guess many people overestimate their available time, or underestimate the complexity of STK.


Finally I want to say that we're waiting some new and interesting additions, like Overworld, a big track from where the player will start his journey, or... but hey, feel free to follow SuperTuxKart updates via forum, blog or mailing lists! :)

Xonotic 1v1 grand final

Just a small reminder:
Don't miss today's  (at 8:00pm CET = UTC/GTM+1 e.g. central European time) grand final of the Xonotic 1v1 tourney!


Check out videos of the semi finals here, and I will probably update this post with the video of the grand final once it is available.

Edit2: Congrats to Fisume, who won 3:1 in a pretty exiting match (especially the last two matches were great to watch). Watch this spot for a video of this match.

Edit3: Here are the videos.

Wednesday, February 15, 2012

Morrowind Open Source Projects: Who They Are, What They Do And What They Will Become

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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