Following the release of the Torque3D engine under the MIT license (latest release 3.5 here), there was a lot of back and forth regarding a port to Linux (the engine actually used to have a good Linux port, but that one was dropped a few years back). At some point there was even an official Kickstarter crowed-funding attempt, which however failed to reach the estimated funds (but nether the less more than US$10k were pledged). After that things quited down, but several people continued developing a OpenGL renderer and Linux port.
Now it seems like all these efforts seem to be near a somewhat usable Linux port or at least that's what I understand by following this forum thread.
Great news if you ask me, so don't forget to pledge some of that Christmas money you got towards reaching the funding goal (currently $388 out of $1500, with 36 days left). Let's make this happen!
Edit (nearly forgot): these two projects related to Torque3D might be interesting to follow: Project GREED and Zentense.
Lots of great new features and especially multiplayer games should be now much easier to do with hosting improvements and a lobby for browsing available games.
Another open-source RTS engine (using Mono/C# though) has also released a new version: OpenRA. Currently it is still geared toward running an assortment of older Command & Conquer based games, so you need to own these for the data. But this release adds lua scripting for the creation of custom missions, so maybe someone will come up with a libre game to run on this engine.
Last but not least, a new version of Warzone2100 was released about a week ago. This one actually includes some higher resolution textures, which is hopefully the first step to officially integrate all the awesome new art assets from the art revolution project. Speaking of WZ mods: There is also an interesting new tower-defense mod currently being developed.
The current version still runs on an old closed source build of the Torque3D engine, but with the somewhat recent move to MIT licensing, it has now become possible to go fully open-source.
According to the author:
All I need is about a month's time and some cash to make it happen.
So lets give him the help he needs ;)
The only not so great part of it is that the Linux port of the Torque3D MIT engine is not yet available. Several people are slowly working on it, but after a failed attempt to crowd-fund it, there seems to have been some setbacks. But optimistically speaking, this could give it the needed push to also motivate the finalization of a working Linux port.
One of the newer engine/game projects I have been following closely is Octaforge. It is basically a fork of Tesseract, which in turn is an graphic improvement project by the makers of the well known Cube2 engine.
The main difference with Octaforge is that aims to become a game SDK and platform for easy creation of mods; And one of its prime new features for this is full scriptability with Lua.
Read about their progress on the latest beta here, which also includes this nice video showcasing the new player model and an test map:
v3.9.0 - we hopefully now really solved the last out of sync problems for cross platform games. - animated tileset object support. ( like trees moving in the wind ) - new tileset texturing possibilities - new tilesets birchforest, desert4 and updated mediterran using animated objects and new texture system - greatly improved textures and animations for the roman faction - new maps - better network game performance / management to handle slower clients. - easier ability to download game content from host and masterserver( if available there ). - new arranged options menu with several sub menus - menu gui improvements - attack hotkey toggles through all attack types - single player games can be sped up incrementally in steps. - color picking is greatly improved and the default selection mode now for better compatibility - greater ability to translate game content into your native language. (including techtrees) - Added Hebrew, Arabic, Vietnamese (and others). - screenshots for savegames without annoying menu in screenshot. - addition of google-breakpad to better track down bugs. - many new lua functions for scenario modders. - cell coordinates are shown in the mapeditor - tilesets can set default air unit heights - added ability for stand alone mod's to customize more of the engine like about screen. - performance improvements. - and as always many bugs were fixed - improved textures for tech faction
While not necessary only for FOSS games, all will be done with the Blender3D included game engine (BGE). Check out their website here and/watch the video below:
The overall theme will be announce on the 20th when the contest starts.
The video includes an interview of Cameron's about his latest project Space Nerds in Space including inspiration and actual authentic gameplay video footage of the crew (highlights at 08:30).
Video thumbnails
Some of Word War Vi's history also is covered in the video (4:00).
Do I need to spell it out? Press that like button if you can! :)
Dream Team is the fourth instalment of the Mario & Luigi series. The first one came out for the Nintendo Game Boy Advance and it was called Superstar Saga. In 2005 the second one came out for Nintendo DS called Partners in Time. Then in 2008 the third one was release for the Nintendo DS which was called Bowser's Inside Story. Then finally the current game known as Dream Team came out on Nintendo 3DS on August 11, 2013 called Dream Team. Overall all of the Mario & Luigi games have been very well done and have all been well received.
Dream Team is on a whole new platform and introduces some new and exciting game play for 3DS holders. There are a couple of major things that I enjoy in the series that keeps me coming back for more. Those are; the length of game play (usually over 30 hours), the humour, RPG genre, side quests, and Luigi. Luigi has always been my favourite character and he has a big role in Dream Team. He has always made the game very enjoyable with the character he portraits in the series. Luigi is always the scared and clumsy type in the series which provides a ton of laughter. The length of the game is always just right, and the difficulty towards the end always gets higher the further you go. Some of the bosses provide a nice challenge.
Giant Battle!
Dream Team starts off like a typical Mario game where Princess Peach gets captured and you have to save her. With Dream Team they added another new mechanic. Luigi has the power to fall asleep in certain areas and open up dream portals. These dream portals allow access to the dream world which provides the typical 2D platformer game play from classic Mario games. While the real world provides 3D open world game play. A fantastic mixture. Dream Team also introduces Giant Battles like in Bowser's Inside Story. You can only turn giant in the dream world as Luigi calls forth multiple copies of himself to save Mario and turn giant. These giant battles are very fun and each giant battle is different. When in a giant battle you mainly play as Luigi but Mario is there to help out with healing, special attack and the finisher move. Everything else is controlled by Luigi.
The dream world didn't interest me a whole lot but it was still enjoyable. One of the mechanics for the dream world are these dream points. To activate these you use Dreamy Luigi to turn into these objects. When Dreamy Luigi turns into these objects they play an important role to solve the puzzles. They can vary from adjusting gravity, turning the world upside down, or even fast forward and slow time. There are others as well. To use these objects or dream points you need to use the touch screen. For example to make a big gust of wind so you can jump farther you need to rotate Sleepy Luigi's nose. To turn the world upside down you need to make sure Luigi is sleeping on a floater and rotate his body upside down or side ways. Really great mechanics.
Dream Portal opened by Luigi!
As for that Dream Team plays like all of the other Mario & Luigi games where you buy new gear, explore, do side quests, gain levels, earn badges and also rank up. The ranking system is back and now goes up to rainbow rank which is level 40. Also new is whenever you rank up you get to choose a new skill to add to your slots. They can be adding an extra gear slot, earning an extra point in any stat when you level, experience booster, increase power, etc... There are also brand new bros. attacks as well as the new dream attacks. Mario and Luigi earn their own separate bros. attacks but are used together like in previous games. Also new to the game are the dream world attacks which are essentially bros. attacks but can only be used in the dream world.
Overall the game is extremely fun with lots to do an explore. There are also small side quests you can do as well as activities. You can go around and find camera boxes, take them back and solve the puzzle to earn some beans. The bros. attacks game is also back where you try and go as long as you can, and a lot more others to be discovered.
One of the Dream Attacks.
Graphics:
The art style is very different compared to previous games in the series. The real world graphics on Mario and Luigi are very different. It looks as if they are almost made of clay. I think the new art style is great and changes it up a bit. The real world is a full 3D environment like in previous games but with the Nintendo 3DS it is a lot more colourful. The dream world is a 2D environment. The backgrounds in the dream world are fantastic, they are colourful and always different. One of my favourite parts in the dream world is while you are walking small flowers and plants quickly sprout up as you walk and vanish. The area where you are in Luigi's dream center is amazing. While you walk you see little Luigi figures running around which small quotes floating in the background.
Boss Time!
The 3D effect in Dream Team is the best I have ever seen on the Nintendo 3DS. The best parts in the game to turn on the 3D is during battles and boss battles especially. Some of the battles require you to run away from the boss or objects and it looks like they are running towards you. I was blown away by the 3D effect that I actually used it. Some of the bros. attacks have an option to turn the 3D effect on or off with the "R" button. If you keep it on you need to use the 3D vision to help you get these attacks "Excellent". The effect is just amazing.
Audio:
Honestly this is probably my favourite part of the game. The audio is so beautiful. I love the soundtrack so much. The boss battles, dream world, Luigi dream center, are my most favourite locations for the soundtrack. When you are in Luigi's dream center it makes you feel sad for Luigi. That is what they are trying to portrait in that location of the game. The soundtrack was so enjoyable I put my 3DS down and just listened to the music. I give Nintendo high props for the music.
The battle music is great as always. The boss battle soundtrack is phenomenal. Overall the audio is fantastic! I had the volume on all the time and even hooked it up to my speakers a couple of times. The final boss battle music is creepy and really makes the experience feel like a boss battle.
Just a sample of the Music.
Conclusion:
Dream Team is the best Mario & Luigi in the series. Every time they release a new Mario & Luigi it is ALWAYS better than the last one. If you are just a fan of good game this is A MUST buy for the Nintendo 3DS. This will be a fast treasure in your collection. The music is outstanding, graphics, game play, everything makes this game what it is. This game made Luigi more of a badass. The ending with the giant boss battle against Bowser showed what Luigi is made off. When Bowser turns giant and attacks them Luigi jumped into the action immediately full of confidence and turned giant to defeat Bowser.
Yes, it looks like the developers behind the long running idTech2 based AlienArena are going make a more slower paced & 'tactical' spin-off and try to sell it. As before the engine will stay open-source (GPLv2), but the assets for the spin-off will stop being free-as-in-beer.
Here is the official launch-trailer of the new update and the alpha demo:
Beside the new game-play mode, they have also finally updated the menu, and the new version of it is rather spiffy. You can see it in action and more of the regular game-play in this recently uploaded random YouTube vid (warning: goofy British accents and profanity). GamingOnLinux also recently had a small preview-article.
Last but not least (while we are on the topic of idTech2 based games), a small game-developer's advertisement of a new project currently unfolding in our forums. If you know your way around Quake(2) based engines and/or pixelish art, please join the effort ;)
Note that this is a flexible funding campaign, so even if they don't reach their goals all money donated will go to the project.
They also released a new Alpha version, codenamed Naukratis. Change-log would be too long to list here (which I consider a good thing ;) ), but here is a picture of some high-quality newly added building models:
New blacksmith buildings
So check out the new version and please consider donating to this top of the crop FOSS game project.
Or something like that... because as much as I think FOSS games should cater to the other ermm... 2nd out of three(?) gender, I am not sure if this is meant ironic or not (description of the game Glamour):
You are Maddeline, a young princess just turned 16. Now you're old enough to attend the royal balls and your fairy godmother will help you get ready for the most exciting dances.
Watch out your way while walking around this amazing city full of filthy foes. They may harm your look. You wouldn't like to reach the ball all covered with dirt.
Visit the Make-up, Shoe, Dress and Accessory Castle to find the most beautiful outfits and win the Prince Charming heart.
At least I see relatively little pink on that screen-shot...
Source-code is available here for those that wonder...
*stalkes slowly away*
But -BAM-... here is something clearly more manly:
More browser-based RPG goods for you today: the developer behind the game Moonshades recently indicated on the Opengameart.org forums that this neat old-school (ok not as old-school as Heroine Dusk) dungeon crawler is now fully open-source.
I wanted to write about this browser-based MMO game called Ironbane for a while, but never actually got around trying it (it's easy though, no need to register for the alpha currently, just hit play; but for me under Linux with Firefox 23 it just kept loading and loading... could have been my very slow connection though). Luckily the creator got into contact with us to remind me about it.
Here is an slightly older video of the tutorial level:
The code (GPLv3) can be accessed on Github, and there is a nice contributors guide. The author also confirmed that there are plans to release all the artworks under CC-by-SA soon, so it can be called a proper FOSS game.
But regardless of that, I feel they need to work on the huge pixel (ok actually texel) density spread, e.g. the strongly different size of individual pixels on the screen ;)
We also asked the creator about any longer plans to commercialize it and this is what he got to offer in that regard:
When we reach beta we would like to offer optional stuff like houses, special clothes and other things for donations (nothing that can give an unfair advantage). So in a way this can be classified as F2P, yes.
Which I guess sounds like a good idea to fund further development and hosting costs.
Anyways... unless you live in the same internet darkage like me, there is no reason not to give it a try!
You can follow the latest development and see the change-log here.
P.S.: Funny to see some of the Red Eclipse artwork and Xonotic sounds (I think) reused, but I wouldn't want to open the can of worms in regards to them being copy-left licensed...
If you follow our planet, this is no news, but the recent advances in graphics, networking a other stuff from SuperTuxKart are quite nice. This is basically a result of them being accepted to this years Google Summer of Code.
Not showing most of the new features yet is this nice video featuring the mascot of OpenGameArt.org as a new player character:
But their blog has many interesting technical details (and other screenshots + videos) to show off the new features.
So if you like to also contribute, or just want to praise the great work, have a look at their FreeGamer hosted forums :)
My luck... I do the reluctant once in two weeks post to keep the blog alive, and almost the next day is an unexpected big new release of a cool game ;)
Ahh well... Stunt Rally 2.1 seems to have ventured into even less realistic spheres now:
Awesome alien worlds in Stunt Rally 2.1
A lot more (mostly more conventional) new screenshots can be seen here.
All I need now is a nice unrealistically spongy arcade style vehicle handling, and I am happy :p