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Showing posts with label contentcreation. Show all posts
Showing posts with label contentcreation. Show all posts

Tuesday, July 3, 2012

Liberated Pixel Cup July 2012: Coding Phase

The Content Creation Phase of the Liberated Pixel Cup is over!


You might want to ignore this blog post and read their announcement instead.


Here is a partial preview of the results:






More, not so nice previews: [part1, part2]


18 minute preview of all .flac files (two .ogg files excluded):
Download from box.net [mp3, 17M or ogg, 13M]


Get all files from opengameart.org/lpc-art-entries in .zip format:
Download from mediafire.com [link, 185M], box.net [part1, 96M | part2, 90M]

Now it is time for the Coding Phase of the Liberated Pixel Cup!

Rules:
  • Start: July 1st, 12:01 AM Pacific Daylight Time
  • End: July 31st, 11:59PM Pacific Daylight Time
  • License:  Code entries must be free and open source, and must be available under the GNU GPL 3.0.  You may optionally release the code under any additional license(s) that you choose.
  • Source code:  You must provide the complete source code for your entry.  Any code you have written for your game prior to the beginning of the contest must be made available at the beginning of the contest.
  • Platform:  Your code must be able to be compiled and run on a 100% free-as-in-freedom platform.  It may not make use of any proprietary libraries or VMs.  Just to be clear, we cannot accept games that will ONLY run on one of the following:  Flash, Silverlight, XNA, Unity, Windows, MacOS , Mac OS X, iOS, proprietary JVMs, or similar.  It is perfectly acceptable if your game runs on any of these platforms, but it must also work on an open platform (we strongly recommend making sure that your program run on modern flavors of GNU/Linux, as all of the judges will have access to it).
  • Framework:  You may use an existing engine or framework, or build your game from scratch.

Judging Criteria:
  • Consistency of style:  Your game should primarily make use of the art either provided for or entered into the contest.  You may add additional art if needed, but all original art included in the game must be available under the CC-BY-SA 3.0 License and the GNU GPL 3.0 (existing art from other sources may be under any free-as-in-freedom license).
  • Ease of use:  Your game should be easy to compile and run.  You won't be disqualified automatically if a judge is unable to run your game, but it will count against you.  You are advised to avoid having large numbers of obscure dependencies or requiring bleeding edge (unstable) libraries.
  • Creativity:  Games will be judged on how creatively they use the artwork.
  • Judge's opinion:  How much the judges like your game.

Good luck and great Success!

Sunday, May 27, 2012

DNT 0.9: Map Editor, Art Asset/Game Content Re-Use and Open Source Game Project Infrastructure

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!

Wednesday, May 23, 2012

OpenGOO and Using Inkscape or Blender for Editing Maps/Levels

Building bridges in OpenGOO


You may remember that in the first Humble Indie Bundle, World of Goo was not open-sourced. Well, there is an active open source clone called OpenGOO being developed. It uses OpenGL, Box2D and is GPLv3-licensed.

Basic layers of level creation in OpenGOO
A Shotgun Debugger level viewed in Inkscape
There are instructions available for creating levels. Inkscape is used for that purpose, just like in Shotgun Debugger! A method I would love to see being widely used in games that allow for user-generated content in general.

SuperTuxKart level editor (hint: it's Blender!)
Speaking of not-re-inventing-wheels: the team behind SuperTuxKart recently posted an article about using Blender as a level editor, rather than writing and maintaining an own content creation tool, which I highly recommend to all developers of 3D games with 'traditional' engines.

Monday, April 2, 2012

Why Free Culture could be Good for the Games Business

Unknown 1:36:00 PM
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. :)

Friday, March 23, 2012

Game Artists and Developers: Fill out Freesound's 4-question open survey!

Unknown 9:39:00 AM

 Freesound survey banner
  1. What do you use Freesound for?
  2. Do you perceive some shared goals in Freesound user community? If so, which ones?
  3. What kinds of sounds are you most interested in?
  4. What makes Freesound different from other sound sharing sites?
This open survey consists of the four questions above.

Please fill it out. This is an opportunity to represent the free and open source game creation community's sound (licensing) needs at the largest and most comfortable freely-licensed sound library.

FYI: Freesound supports the Creative Commons Zero and Creative Commons Attribution 3.0 licenses.

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.

Tuesday, November 29, 2011

OGA challenge: Mobile, Become WTactics a Character, Illes' Game Music Album

Unknown 4:51:00 AM

First 'mobile devices' contest submission by Mumu

The current OpenGameArt challenge is 'mobile devices' and ends on Monday, December 5, 2011. The contest before that was low on participants and a survey was started to figure out how to get more people involved.

Becoming a WTactics character

Taken from OGA: WTactics is currently offering a chance to have your likeness on a WTactics card in order to raise funds for the continued development of thier project.  From their website:

Give our artists a picture of you or your beloved one and become a part of the game! The artist will create a nice portrait with your chosen class, clothing and equipment, making it an everlasting part of our game and the open source communities, turning it into an immortal memory.

This reminds me of the Fantasy Portrait Kickstarter project, which produced some pretty portraits but unfortunately still istn't finished yet.

pzi's album cover

Pal Zoltan Illes of jClassicRPG fame released the game music album A Mantle Of Games under CC-BY-SA. Feel free to use and leave a comment here.

Sunday, January 30, 2011

Dev-corner: Primer to modelling with Wings3D

Unknown 1:27:00 AM
Today I would like to start a new regular (?) feature here on FreeGamer: The Dev-corner!

As you should know by now FreeGamer is all about FOSS games, and of course the most important part of the FOSS development model is participation! So, yes that also means you! Yes you... don't think I am not seeing you... and don't switch to that other browser tab to hide from me ;)



So with the new dev-corner we will try give you some easy introductions how to participate in FOSS game development, maybe do some more development focused developer interviews and so on. I also hope to get some guest bloggers to write an introduction into contributing to their projects or something like that... so if you are a developer interested in this contact us :)


So what can I do?



You though about contributing to a project already, but are not much of a programmer guy/gal? Well... there is an artist in all of us (it's in our genes the anthropologists say)!

But getting started with that can be a bit scary... 2D art is of course an option, but the learning slope is steep there, as for a long time everything you draw will look like crap (trust me, I am still in that phase also). But if you are interested in that there are a few pretty good FOSS tools for that (we will do a dev-corner on that some other time).


3D art on the other hand is more accessible, especially if you are not a born artist! You can make some pretty awesome (albeit simple) art in the first few days of learning, and you will certainly not have the feeling of "ahh... this is all crap" like you will have with 2D art. Oh and non-computer people will be amazed by your l337 computa skillz ;)


But who am I kidding here... you probably downloaded Blender (or another non FOSS modeling application) already, and the complexity of the programs made your head spin, right? Yes... those are full modeling suits meant for experienced professionals, and can do much more than you will ever need for FOSS game development. But don't get scared away by this... there are other options and once you got the basics concepts, Blender and the like will suddenly appear much less scary and actually quite easy to use ;)


The maybe easiest 3D modeling application is Google's Sketch-up, but due to it's non-FOSS nature and the severe limitations in what it can do, we will not go into much detail here... but have a look at it if you like to get some simple models done fast.


Primer to Wings3D modeling


There is another really great FOSS modeling application next to the all over shadowing Blender however: Wings3D!
It is not a full 3D suite, however and only focuses on the modeling and texturing part. In those parts it is generally accepted however that it is among the best of all programs out there (FOSS or non-FOSS)! So head over to their new website and get the latest version 1.4 now!

Now, the advantage of limiting the program's feature scope is it's much less cluttered interface and the quite a bit lower learning curve for the beginners. But don't get me wrong... it's not a beginners toy (like Google's sketch-up); Wings3D is capable of everything you will need for even the most professional models!


Have a look at this video to get an first idea what to do (I suggest you to use Blender camera style movement ;) ):



More video tutorials like this you can find on the Wings3D Youtube channel, and other nice tutorials here and a user manual here.

One of the especially helpful features of Wings3D is that all menus are context sensitive, so you will only see the options that make sense to use at that time. Also all features are available through the menus and are not hidden behind obscure keyboard short-cuts like in Blender (but you can fully customize all commands to shortcuts in Wings3D to speed up your work-flow). And last but not least... at the bottom status bar you can always tell what options are available with each tool upon different mouse and button combinations... so it is very easy even for the beginners.


However due to the way model data is set up in Wings3D, it is really geared towards box-modeling, e.g. a standard work-flow approach that works by extruding features from a single original box, instead of shaping the model from individual polygons (like normally preferred in Blender)... but don't get scared by this tech-babble ;) It's the better and easier way anyways, and just think of it as if working with a real-life clay model.


Ok I got the basics, where do I start contributing?



Well you could of course look for a FOSS game directly... and there will be for sure plenty of projects happy to have you helping out. But as a beginner you can also first practice a bit more. A good option for that would be for example to participate in the weekly challenges over at OpenGameArt.org. There you have a simple topic every week and you can also discuss with other 3D artist about techniques and so on. Definitely a great way of practicing.

Oh and one last word of caution: You might realize at some point that making 3D models and contributing to game development is actually more fun than playing games... but don't say I didn't warn you ;)

Saturday, July 3, 2010

MegaGlest 3.3.5 Pre-release special!

Unknown 5:30:00 PM
A new version of MegaGlest will be released sometime today! Once it is head over here to download it! A short changelog can be found here.


MegaGlest is a relatively recent fork of the quite well known FOSS Game Glest, which ceased development some time back. Now that Megaglest has taken up the development, things have advanced quite quickly (in contrast to the other promising Glest fork GAE) and Glest now finally has the long deserved cross platform multiplayer and a proper master-server with a games lobby! Furthermore Megaglest includes all the factions known from the Megapack before, bumping the total number up to 6.


And believe it or not, qudobup and me tried to play a round (extreme n00b alert :D ), which we recored and commented here:




All done with Free software by the way :D (MegaGlest, glc, Audacity, PiTiVi and Mumble)!


Interview with the Megaglest team



For this Megaglest special we are also lucky to had the chance to make a short interview with the two main heads behind this Glest fork.



FreeGamer: For a start, could you please give us a short introduction into your team structure and what your motivation was to fork Glest in order to make Megaglest?


titi: Well teamstructure is... I started and Softcoder joined :) I have been working on glest mods for 2 years now because I like the game and there was so little content available back then. For Megaglest I also do some programming, but Softcoder writes more of the code than me.


Softcoder: But we also have contributions from time to time from others (like the GAE team).


titi: Concerning our motivation, I think we both work on glest because our kids like it :) Right from the start my children were involved in Glest modding. For example my son made nice tileset and helped me with my first mods; especially the Indians (as in native north Americans / the editor ;) ) we made as a coop production!


Softcoder: Yes titi & family are the heart of the community! But my boys also made a number of factions. Elimnator and Tiger are big into mods, and call their mods vbros packs :)


FreeGamer: Interesting to see that FOSS game development can really work as a family hobby! Not really the typical cliche of the lonely bed-room programmer in his teens ;)
But lets move on to the next question: Glest is for sure heavily influenced by Blizzard's Warcraft3, and thus caters to a similar type of gamer. Have you though about bringing some of the popular elements from that game over to Megaglest? Examples would be hero units, and of course the later added game-play modes like DOTA and Tower Defense.


titi: I think we both don't even know Warcraft3 :) I didn't played many RTS games up to now... well I think I played something called Dune2 on the Amiga before ;) Actually I'm more a FPS player.


Softcoder: I'm not a gamer at all. But yeah, the forums are filled with people who ask for features from those games. In short we will therefore likely bring lots of features that people like from there into MG.


titi: Personally however, I don't like all this special hero feature people talk about. Things get too complicated with this, and I think these heroes kill the usual RTS fun. But there are some fun ideas we will follow for sure :) But I see Glest as its own game; I don't want to build a Warcraft clone.
Concerning DOTA, well I guess HON is much better then we can ever be :) But there are mods who do this and when they grow we will support them if it fits to the game itself. Right now we have the current RTS game type in focus, however.


FreeGamer: Ok next question: Megaglest seems to have evolved out of a number of independent factions and tile sets, so the overall game design is lacking a bit. Are there plans to take a more "tighter grip" in order to get the balancing etc. right? Or do you consider Megaglest more of a "playground" and let someone else develop a "pro-mod" for balanced multiplayer?


Softcoder: I think the answer is a challenge of the community and the age groups. Many young people are working on techs, factions, maps etc, but we might need to be more careful to keep "themes" together. So we try to only allow consistent content as part of the shipped product.


titi: Well there are the Tech and Magic factions from the original glest, but the rest was basically made by me. It is something what I called Megapack before. But I learned more while doing this and so they look a bit different :)


FreeGamer: What I actually meant was not the art style but the game balancing and game design. Are there plans to restructure the factions, maybe limit them to 3 or so to be able to get balancing right?


titi: I think the balancing is quite good! Ok, some are better some are not so good, but thats like the players. It is meant like that, good players choose bad factions bad players choose good factions. But what's good or bad depends on the map too!
But I discuss with others in the forums and hear what they say... especially beginners always say this or that faction is too good, but after a while they often come to the conclusion thats its not as they thought :p


Softcoder: I also think the base MG install has that, e.g. a core game-play with good balancing. It is the add-ons etc... that create the "playground".


titi: But for me competitive game-play is also not really the focus. I want to make a game thats fun to play, not competitive! Especially coop gaming against the computer is a big part of the fun playing MG.


FreeGamer: Ok lets move on: With the current release focusing on getting the multiplayer working correctly (and hopefully getting a big enough online player-base), what are your future plans regarding the single-player part? Do you plan on implementing a campaign editor in the already much improved level editor?


titi: Well for me the next focus are graphical improvements. We need better terrain splatting (made by the gfx card), more lights and so on. And we will start to put in lots of new features once we proofed to be stable in multiplayer :)


Softcoder: I think its hard to answer! There are TONS of great ideas in the community, we will talk with our community and see what things are most desired. My focus is more for making my boys happy :) We want MG to be 'mega-fun'!


FreeGamer: Ok so what about editing & modding? Right now the units are rather limited in their special abilities. Do you think stuff like (air) transporters, non attack magic spells, stealth mode etc. (insert other cool units features from Starcraft/Warcraft) could be easily implemented? Or is that already possible with scripting, but not done yet?


titi: I wrote so many wiki entries , made so many forum posts to let people know how to mod glest, I think its quite easy now. The special unit abilities not implemented yet however, but when we think it is fun we will think how hard it is to do and then we do it :)


Softcoder: We plan to add many things like this, but slowly so that we don't lose stability and keep people happy. One example... we added better network play, masterserver AND cross platform play all in this last round of beta! That was TOO MUCH! But things will get done (faster if we have more help) just at its proper pace.


FreeGamer: We already had some remarks on the technical side of things, but lets get back to that again: The Glest engine sure looks a bit dated by today's standards... do you have plans to upgrade the graphics engine to support shaders and such?


Softcoder: Yikes! We agree with you! But I think we have to give hats off to Martino and the rest of the original Glest team that a game written in 2005 still is acceptable today!


titi: We need more speed and many of these features will bring us better speed and better graphics, since the GPU will do alot of the work.


FreeGamer: Ok, but to extent that: with normalmaps and such it often looks more realistic in style. Do you want to go more in that art direction, or stay with a more comic style?


titi: Normal maps are not the main priority, there are other more needed features. And normal maps need new textures, and that is really a lot of work :) So for now we are looking into things that can be done with mostly code which is easier to do.


FreeGamer: So but what weight would you give the development focus right now... more towards improving graphics, or more toward extending game-play?


titi: Both :) But we try to make small steps.


Softcoder: Game development is totally new for me (and Linux programming is fairly new), so priority also depends on how long it takes to learn and do it right! MG is my first graphics code ever, and also and my first Linux open source project.


titi: It is all new for us, no one of us did something like this before. I even learned C++ in the beginning of this year for this project! Same with php, the masterserver is the first thing I ever wrote in php.


FreeGamer: Well I think it turned out pretty well so far never the less :) I think this concludes our short interview. Thank you very much for answering our questions! Ahh, last but not least: Do you have anything you want to tell your players and/or our blog readers?


Softcoder: Yes, our #1 goal for MegaGlest is 'FUN'!


titi: Please come and play MegaGlest ;)



A short introduction into Glest modding



(Mega)Glest has an incredibly easy modding setup. Almost everything in the game can be easily changed with simple XML files, and the 2D map editor is very easy to grasp. Especially with the recent usability improvements in Megaglest (and included Linux editor binaries) it is possible to create a simple but nice map in a matter of minutes!

Edit: I was made aware that those editor improvements come mostly from the GAE project. Very good additions!



(Ok this was not done in minutes :p It's one of the new 8 player maps that come with MegaGlest)


But luckily all these editing features are also very well documented in the Glest wiki.


Last but not least, all single-player and co-op scenarios can be fully scripted right in the XML files with lua, a pretty powerful yet easy scripting language commonly used in computer games. Sadly it is not possible to create full singleplayer campaigns yet, but lets hope that gets added soon too!

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