Wednesday, November 28, 2012

A tale of two Hexagons

This is a guest post by user Hythlodaeus, discussing open source clones, indie game community behavior and developer's apologies.


Vee Software's Open Hexagon is a very, very recent game, but even in its short existence, it has already managed to stir up quite an amount of controversy, the matter being that Open Hexagon is none other than a free software clone of the popular iOS/Android game Super Hexagon, created by the equally popular indie developer Terry Cavanagh.

Now, video game clones are not a negative or uncommon thing at all, and have pretty much existed since the beginnings of video game history. However, Open Hexagon developer, Vee, has recently found himself the victim of some serious flak, the reason behind this being that he decided to release his own game clone before the much anticipated PC/Steam version of Super Hexagon. This resulted in a legion of rabid Cavanagh fans rushing in to accuse Vee of being a thief, a liar, and quite a variety of other unpleasant names and insults.

To make a few things clear, Open Hexagon is not only 100% free software, programmed from scratch using C++ and SFML (unlike Super Hexagon which is primarily based in Adobe Flash, with the PC port being completely redone in C++ as well), as it is also available for absolutely zero cost. It is not geared as a competitor for Super Hexagon, and it's certainly not trying to profit from its original concept at all. If anything it's actually attracting more attention towards the original game. If that wasn't enough, the developer actually took the time and decency to ask permission to Cavanagh himself to create his game, while he had no obligation to do so at all.

image: tweets between devs

What ensued was a deep and long-winded apology from Vee, to all Super Hexagon fans, and the subsequent approval of his game by Cavanagh, despite the fact that he was never against the idea, since day one. I guess all's well that ends well, but even though Cavanagh's reactions were fairly reasonable from his part, I still can't stop thinking that issues like this could have been easily avoided altogether, had he, and other indie developers such as him, made habit of releasing the source code of their own games, something that has, in fact, been done successfully in the past with surprisingly positive results.

Call me crazy, but I find it troubling that this new, so-called generation of “indie” developers and their supporters, heralded as the avant-guarde of video game originality, and as a counter-cultural movement that opposes industry stereotypes and its negative practices, shows so little knowledge and sensibility on matters of software freedom, and how it can be used to help and empower other amateur / independent developers such as themselves. The result is the accidental propagation, to their followers, of the gross misconception that for some reason, game concepts are the exclusive property of their authors, and that copying and innovating over other people's ideas is a wrong thing to do. Coincidently, Vee himself has shown some great eloquence on this matter in his written apology, which really makes me wonder how come there aren't more people like him in this new indie circle:

As a independent game developer, I wanted to create my own tribute version of the game, not only as an experiment, but also as a completely new experience: I wanted to make the game fully open, both as a free open-source product, and also as a customizable and scriptable game, in order to let people share their creations and have fun.

Now, the game itself is quite simple. You are a triangle spinning around a hexagon. Incoming polygons want you dead, so you have to dodge them. Sounds easy enough, right? It turns out it isn't. And it could be a lot more if you're whiling to help, because unlike Cavanagh, Vee crafted his game thinking of customization and the freedom to easily script, paint and construct your own levels in any way you wish.

image: Open Hexagon ad

Version 1.3 is out now, with updates pouring in, on a nearly daily basis, as Vee is still trying to shape his game into a more unique experience, a process in which you can take part as well! So if you have a mind for quick-reaction puzzle games and enjoy crafting your own personal conundrums for later enjoyment, or even showing them to your friends, by all means, download Open Hexagon, play it, and share your own levels with others!

Tuesday, November 27, 2012

D3 BFG source drop, and new hosted forum

Hot off the press is the news that id software has released the source-code to their Doom3 remastered BFG edition. Have a look at the code here. It seems like Mr. Carmack has back-ported a few nifty things from idTech5, so this is potentially quite useful for upcoming idtech4 based FOSS games.

In unrelated news, I am happy to report that we are now hosting the forums for the nice off-road racing game StuntRally. Join the discussion here.

Old StuntRally screenshot, too lazy to find another right now ;)
One of the really awesome features of that game is the track-editor by the way... have a look at some awesome video tutorials here. Given the Techno-style music in these and the awesome spline-based tracks, I actually think that a WipeOut like modification of this game would really rock, join the discussion I started on that here :D

Sunday, November 25, 2012

0 A.D. and Megaglest updates

Some assorted news from the FOSS RTS thematic area.

First of all, Megagest saw another somewhat bigger release (3.7.x), and someone also made a nice cinematic for them:



Sadly no news on the planned graphical update, as the merger with GAE seems on hold, but the new version adds a lot of nice usability enhancements.

Much more active on the graphics front is 0 A.D. on the other hand. In their recent development update #9 they talk about completely switching to their new shader based renderer, and the guy behind these renderer improvements recently gave a short interview too.

Some other interesting news include this recent forum posts of some modders trying to switch to the 0 A.D. engine for their modern warfare RTS called Rogue Republic.
Asset integration seems to work already as you can see here:

Rogue Republic assets in O A.D.

The thread over at the 0 A.D. forums has a few additional details, but no significant info on the FOSS status they are aiming at in regards to their media.
Never the less, it looks like it might become a RTS project to follow more closely.

Tuesday, November 20, 2012

Aliens vs Business Suits


Time remaining to vote

SourceForge.net has "Project of the month" to promote communities supporting their favorite projects.

December 2012: UFO:AI battles against JStock in the poll for "Project of the month". It's a close race.

You know what you have to do.

Monday, November 19, 2012

Cinematic ZeroK trailer

Busy for a while moving... and the crickets take over FreeGamer it seems *chirp* *chirp* :D
Anyways, I am partially back in business, so a warm HELLO from East Africa!!!

So nothing much to report right now, except that there is a really nice cinematic trailer available for the FOSS RTS ZeroK (which is based on the Spring engine):


They also released a new version not all that long ago, so give it a try if you haven't so far.

Stay tuned, as I struggle to get into my regular FOSS-Games blogging habit again ;)

Wednesday, November 7, 2012

Engine reimplementation day!


This is a guest post by user Hythlodaeus, discussing GPLed video game engine reimplementations, and presenting several projects related to the topic.


I thought I should take some time to discuss in detail one form of project that has been sometimes featured here, on FreeGamer, and is generally quite popular in the FLOSS gaming world: engine rebuilds / re-implementations.

Rather than being wholly original projects or Intellectual Property-free clones of more popular games, engine rebuilds (also known colloquially as “engine clones”) are essentially an attempt to completely reconstruct and improve upon the features of a given original game, without going trough the trouble or replacing original game art assets and without creating a new whole, free-of-restrictions and copyrights IP. Thus, engine rebuilds merely reproduce the rules, mechanics, and game logic of the original game, while still being dependent on some other form of original data.

These projects frequently arise as a form of preservation: the need to ensure and expand compatibility of a proprietary game out of its original borders, and to make sure the target game will not only be able to run on future systems, but also to be ported to different platforms where it wasn't originally available, without damaging the profits of the original developers or breaking any form of copyright. Better than that, engine rebuilds are a great way to fully enjoy many video game classics in a purely free-as-in-freedom environment, while still rewarding the original developers by purchasing the original game. As of now, I have four particular projects under my radar which I would like to talk to you about.

VCMI

VCMI is an engine re implementation of New World Computing's turn-based strategy classic, Heroes of Might and Magic 3. It aims to replicate the original game, and introduce many new features that will make it a more pleasant and customizeable experience, as well as providing a platform for scenario building, mod making, and even the creation of completely new games.

VCMI has also been noted for its portability outside of the desktop computer environment, with some developers outside of the main dev team apparently creating an Android port, and other similar mobile versions.

With the recent release of version 0.90, and bordering closer and closer to the 1.0 release, VCMI is the brightest hope for the huge Heroes of Might and Magic fan community which still holds HOMM3 as its all-time favorite game in this long-running series, and whose official releases and reeditions tend to run poorly on modern operating systems, including Windows.

FreeSynd


The second project is the Syndicate reconstruction known as FreeSynd. For those that are too young to have ever played the original game, Syndicate was a dystopian organized crime simulator, in which the player controlled a team of cybernetically enhanced zombies (!!!) in a campaign to achieve complete global domination.

Syndicate was known for its fast-paced, guns-blazing gameplay, and, after many years since its original release, it's still highly regarded as one of former British developer Bullfrog's best titles. FreeSynd is currently on version 0.6, with updates oozing out slowly, once in every few months.

The goal of the developers is to replicate the original game as it was, when released, with further upgrades and improvements coming only after version 1.0 is finished.

At its current form, many missions can be fully played, but the game still has many bugs and much to is left to be made. However, as a fan of the original game, I still felt it was my duty to talk about it and maybe motivate some of you to lend some help to what promises to be a fantastic game. Naturally, you will still require the original game data to run FreeSynd.

NXEngine


Next up we have NXEngine. So far, I'm really surprised how come this one escaped most people's attention, especially at the FLOSS gaming sphere. NXEngine is none other than a free, open source recreation of the legendary freeware game Cave Story. Now the original game is not only freeware, it has already been ported to as many platforms you can shake a stick at (including GNU/Linux). However the game creator, Daisuke Amaya, AKA “Pixel”, always requested people in charge of porting the game to never share the source code, due to the deal previously signed by Pixel to distribute the game commercially. This, however, did not stop programmer Caitlin Shaw from rebuilding the whole game engine from scratch, requiring only for the user to download a copy of the original freeware version, and extract all art and music assets from its bowels.

As of the current version of NXEngine (1.0.0.4), the game runs flawlessly, even more swiftly than the freeware original. Having played both in their entirety, I can say the only slight inconsistencies going for NXEngine, are a couple of enemy attack patterns which are slightly different, and barely affect game experience in any way. All in all, it's Cave Story, running free-as-in-freedom. And that's a great achievement by itself.

OpenXcom


Finally four our fourth project, we have OpenXcom. Many of you might be familiar with the game it is based on, as it was considered many times as one of the best PC games ever made. OpenXcom is a full reconstruction of this great tactical simulator, once again aiming for expanded compatibility and a more stable, smoother gameplay, along with many improved features and mod support planned along the way.

If you disliked the Firaxis remake, maybe you should keep an eye on this one. It's pure, classic X-COM with all the rough edges trimmed, and even at its 0.45 release, it already seems like an impressive achievement. If you feared for the future of X-COM, fear no more. OpenXcom is here.

That's all for now! I'm sure there are other great engine rebuild projects around there, many of which have been discussed here on FreeGamer previously. Feel free to post your own suggestions or comment on this matter.

Thursday, November 1, 2012

Pokemon Black and White 2 (DSi)

Console: Nintendo DSi, Nintendo 3DS
Genre:  Adventure RPG
Release Date: October 7, 2012
Reviewed: November 1, 2012

Gameplay:
Pokemon Black and White 2 is basically the same as all previous pokemon games for the handheld systems. You collect your 8 badges, fight the elite four, the end. But with Black and White 2 they have added so much more to that concept.

Yes, the point of the game is still the same as it always has been but with BW2 they make it so much more dynamic. The game overall will take you over 30 hours to beat if you do not rush the game and explore the new and improved Unova region. The story in BW2 is very well done. It makes you feel so involved with what is going on in the game and has some really epic and memorable moments. 

So you start in Aspertia City which is a new city added to the game. There are a bunch of new locations added to the Unova region. For the first time in Pokemon history you start in a big city not a town. You still get the same starters from the original BW games but you don't get it from Professor Juniper in this game. BW2 takes place two years after the events of BW. As mentioned the Unova region changes significantly. New locations are accessible in the southwest and northwest of the region. There are a few locations that are not accessible anymore such as the challenger's cave. There are new gyms and new gym leaders. The Unova pokedex is expanded to include Pokemon foreign to the region. The player is able to choose to play as the boy Nate, or the girl Rosa, as they travel across the region against their rival, Hugh. There are several changes to the game which makes it feel like a new adventure, not just a sequel to BW. You start off with new characters, the HP and EXP bar for pokemon has been redesigned and looks much better. New location have been added to the game such as Aspertia City, Virbank City, Floccesy Town, Lentimas Town, and Humilau City. Some of the new characters include Hugh, Colress, Roxie, Marlon and Benga. Older characters like Cheren, Bianca, Elesa, Ghetsis and Iris all receive redesigns. All Unova gyms have redesigns. There have been several changes made to existing locations, such as Driftveil City and Nimbasa City. Every trainer has their own fully animated sprite. They are much smoother. Several attacks have received new battle animations. The C-Gear has been redesigned. The Unova Pokedex has been expanded tremendously to accommodate older Pokemon. All returning gym leaders and champions receive new sprites. Route 4 has changed and also differs between BW2. Victory Road has been changed as well. The Cold Storage is now gone and has been replaced with the Pokemon Tournament. These are just some of the new features and changes to the game.

Unova has been expanded!

One of my most favorite features with the new pokedex is the habitat list. What that does is if your on route 4 for example and you are wondering what pokemon you can get from that area, just simply turn on your habitat mode for route 4 and it will show you all of the pokemom on the route. I found this feature extremely handy. A lot of pokemon are now catchable in BW2. One example of this would be Eevee. You are now able to catch them in the wild grass, and as much as you want! BW2 seems like a very polished game compared to BW. They expanded the world tremendously, they made the story more interactive and interesting. The new gym leaders are all extremely fun and all of the gyms are redesigned with new puzzles to get to the gym leaders. Another great feature that was added to BW2 was Join Avenue. Basically it's a little place that you can recruit NPC's to open their own shops to buy rare items. Now when you first get an NPC to join with their shops they start out at rank 1 and sell not so useful stuff. When you recommend and NPC to one of the stores it will gain popularity and when it does your shops will be upgraded once you hit the popularity target. When that happens they will start to sell better and more rare items for you. Overall I was extremely impressed with BW2 and yes it is a direct sequel to the originals. I feel that they are completetly new games and a whole new experience. Worth every penny.

So much more to explore.

Graphics:
The graphics in BW2 have also been improved. One of the biggest improvement to it are the sprite animations for the pokemon, trainers, gym leaders and moves. All have received a graphical update as well as more frames so that the animations are much smoother looking. Each trainer now has their very own sprite animation as well as all of the pokemon in the game. The game runs a lot smoother than BW ever did. The battles are extremely smooth and run quickly. The movement in the environment is smoother as well. The environment received an upgrade as well. When you are battling a pokemon the grass around the pokemon also moves with the air during the battle. A lot of the pokemon moves have also received an overhaul. The pokemon moves has also received an update. The moves all look smoother and better. Overall I was extremely impressed with the overall quality of the game.

Great moment.

Audio:
I have always enjoyed the audio in all of the pokemon games especially in BW2. Most of the Black and White music has been slightly remixed, in addition to the Gym Leader and Champion music from Kanto, Johto, Hoenn and Sinnoh. The remixes are very well done. My favorite music within BW2 is when you fight one of the three legendaries reaming around. All of the audio in BW2 has also received a slight upgrade in quality. Overall same great audio that we have all loved with some new ones!

Conclusion:
I really enjoyed BW2. IGN gave it a 9.6. A pokemon game hasn't hit that high in score for awhile now. You can tell Gamefreak put a lot more time and effort into the sequel and it's paid off. The new storyline will keep you interested and wanting to learn more about it. The expanded pokedex is great giving you the ability to find older pokemon as soon as you begin your adventures. The habitat list is a fantastic addition and hope to see it in future pokemon games as well. The animations have vastly improved as well as the moves. Unova is much bigger and has a lot to explore. The play time is over 30 hours if not rushed. When you beat the elite 4 for the first time there is so much more to do in the game. I recommend pokemon fans, and RPG fans to go pick up this game. You will not be dissapointed I promise.

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