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Showing posts with label mode-multiplayer. Show all posts
Showing posts with label mode-multiplayer. Show all posts

Friday, May 31, 2013

WIP "OpenFlashpoint"

Here is another post about a project I found in the far ends of the internet ("here be dragons"), but which seems really promising never the less.

But first of all a disclamer by the original creator:
The screenshots you are about to see are not yet an eye candy, they're rather to be seen as a 'proof of concept' with lots of crappy placeholders. Work so far has mainly been done on the internal mechanics of game handling such as object interaction (player can carry gun which again can 'carry' a mag and the like), realistic calculation of trajectories, hit testing etc.
So what am I talking about? A (most likely) open-source Operation Flashpoint type of game running on the Irrlicht engine with the current working title OpenFlashpoint:



All there is so far is a thread on the Irrlich forums (with a few more details and development screenshots) and sadly the main developer seems to be bogged down by "real-life" ATM. But it seems like a worthwhile project to support.

Oh and get this: it is developed primarily for Linux :D

Tuesday, April 16, 2013

Project Leadership & Management in Free, Open Source Games

Both 0 A.D. and Unknown Horizons experience a change in leadership!

For 0 A.D., Erik Johansson steps down from project leadership and Michael D. Hafer assumes that role.

In Unknown Horizons, Nightraven steps back and Kilian fills the project management role.

Leadership in free and open source game projects is an exciting topic with much opinion about which style will lead to a successful game - whatever the subject's definition of "success" is - and too few examples to make objective statements about it.

Are you following any specific projects and their leadership structures an want to comment on these? I must admit that I am out of the loop with many, many projects, although I am pretty sure that for example Flare, NAEV and Valyria Tear have (successful) Benevolent Dictator for Life style leadership.

On related note: FIFE (the isometric 2d engine used by Unknown Horizons) moved to GitHub.

Saturday, March 23, 2013

Red Eclipse 1.4 and a missed birthday

Unknown 9:54:00 AM
Good news is that the long awaited Red Eclipse version 1.4 was released yesterday.
Read the announcement (with full change-log) here. Besides general polish the most notable features are:
  • Vanity items and improved colours: dress up and frag with style.
  • Visible legs in first person: know where you are kicking and parkouring.
  • New and revamped maps: bringing you even more variety.
  • Better viewing: level flythroughs, improved third and first person cameras.
  • Better menus and other HUD elements: easier to see and read at a glance.
  • New weapon: Mines add a new dimension to the existing gameplay.
  • New mode: attack and defend in Gauntlet, competing for the most laps.
  • Automatic demo recording: for those times you just have to watch it again.
  • User Accounts: donate or contribute, and wear the in-game supporter badge.
  • Improved weapon balance and gameplay rules, bugs fixed, and much more.
Especially the visible legs in 1st person view add to the parcour movements and overall the game feels much more "complete" now. Here are some impressions of a bot-match I had earlier on:


The bad news is  that we missed Xonotic's third birthday, but you can still congratulate here (where you can also read about some pretty cool updates to the game). To celebrate it, kojin made a nice frag movie:


Enjoy!

Sunday, March 10, 2013

Shunned Survivor: MMORTS Tower Defense

Defending your outpost in Shunned Survivor

Shunned Survivor is one of the entries for PyWeek #15 September 2012 "One Way Trip".

In the genre mix between MMORTS, city building, economy simulation and tower defense game, you control an exiled human, with the apparent goal to get back to earth.

The interaction with other players is quite indirect. You can attack other player's bases and win the "data" resource this way, which you need to perform "research" actions. However, defeating a base does not change it, you simply get the reward and can attack again.


Shunned Survivor Server map


While researching, however, you need to perform in a tower defense minigame, during which your defensive towers can be destroyed. If you succeed, the research was successful. If not, you have to enforce your defenses and try again.

Even though quite a bit of the gameplay time is spent on waiting for resources to be generated by the various resource gathering buildings, I find this game very entertaining and highly recommend you to give it a try.

Code License: CC0
Content License: CC0

Saturday, February 23, 2013

Winter Shorts 1: Word War Vi Laser Edition, Space Nerds in Space

Unknown 3:07:00 PM
SNiS Engineering screen
Stephen Cameron, one of my personal heroes of game development (Be The Wumpus), made Word War Vi support color laser projectors using the openlase library [blog post].


Another project that our forum users were allowed to follow in this thread is Space Nerds in Space:

So this game (when it becomes a game) is very much inspired by Artemis Spaceship Bridge Simulator
See: artemis.eochu.com The idea is you have a game which is played much as the actors in the Star Trek TV series played their roles on the bridge of the Starship Enterprise. There are a number of "stations": Navigation, Weapons, Science, Communications, etc. and each player assumes that role. Each station has it's own laptop or other computer which communicates via network to a central server which simulates the game universe. So it's kind of a cooperative multiplayer network game... No reason not to have multiple teams in multiple starships inhabiting the same server/universe either cooperating or doing battle.
Mine is different than Artemis Spaceship Bridge Simulator in that it is:
GPL'ed.
Linux/gtk
Probably uglier (lol).
Probably more scalable (yay vector graphics.)
Not even close to finished.


It will probably be a while until I'm in a room with enough Linux users to test play this game but when the time comes, I shall be prepared!

Wednesday, January 30, 2013

Various voxel engine ramblings

Unknown 11:51:00 AM
I have outed myself previously as not a big Minecraft fan, so take everything in this post with a grain of salt (as I obviously don't really understand that genre).

Anyways... recently this sub-reddit for open-source games was pointed out in our forums, and while it isn't really as lively as others (for example the Linux gaming one) it pointed out an new project called Iceball:

Pre-alpha Iceball screenshot
Seemingly made by people not happy with the recent commercialization of Ace of Spades, it's an all FOSS remake, those early development you can follow here (or on their Github page).

Now maybe the graphics are lacking on purpose (see disclaimer above), but I couldn't help to think: why for f***'s sake did they have to reinvent the wheel with their own engine instead of using for example Terasology:



Or Minetest, or the Ardorcraft API for that matter???

Ahh well, at least it made me aware that Terasology is still very much under development, and with its focus on DungeonKeeper & Dwarf-Fortress elements, it might actually become a game I would play (and doesn't make my eyes bleed :p ).

Speaking of which... the guy behind AgentKeeper released yet another nice video and graphics are constantly further improved as seen here.

Wednesday, December 12, 2012

Ancient Beast: HTML5 Hexagonal RTS' First Release

Ancient Beast is a FOSS game project that has been in development by Freezing Moon for a couple of years, tantalizing everyone with top notch concept art and 3D models. 



After a rather large restructuring in game scope, where they changed from attempting to create a 3D RTS in the Blender Game Engine, to a 2D hexagonal TBS built on HTML5, they have delivered a promising gameplay prototype that offers a mix of Heroes of Might and Magic and Magic: The Gathering's gameplay. 

Gameplay currently revolves around summoning creatures and using their abilities to defeat other summoners

Still in heavy development, the game still needs to implement the entirety of its sizable bestiary, as well as adding animated creatures by utilizing the models they have created.

So, if you have any skills in web development, jump aboard and help them complete this awesome game!

Monday, December 3, 2012

All Maps of Bos Wars 2.6.1+ (svn r10193)

I filled a recent craving for playing a sci-fi real time strategy game by re-discovering Bos Wars and playing every single player map.

image: Bos' level of art, many screenshots indicate a much lower quality.

The game runs on low-spec computers and can be quite fast-paced. I quite enjoyed playing it in a tower-defense/tower rush style. The last release of Bos Wars has been over two years ago, but development is not frozen, the last commit was on 2012-08-09.

The three biggest issues I personally had are:
  1. Some maps are aesthetically displeasing.
  2. For a beginner, it's hard to decide what map to play.
  3. Many units and buildings don't have voices/sounds.
  4. The interface is confusing in regards to resource quantity.

Visual style of old maps

image: most likely the first map you play in Bos (because it's selected by default)

To address issues 1 and 2, I hope that this blog post will help. The screenshots at the bottom show the game start screen at 1280x1024 for every of the "Start Game" single player maps. If you see a level that you'd like to play, right-click and "open" the link or image, to see the level name in the file name of the screenshot.

An in-game solution to issue 1. would be to create a map folder called "old" and move all levels in there, when the rendered ground texture clashes with the units, buildings and resources.

This suggestion might be seen as disrespectful insult to the original map makers, but having the current map selection structure is a barrier for new players, who need some guidance to get started without having to open random levels first. They are likely to assume that the first level they play is representative of the visual style of the entire game, which can be quite wrong, as you can see by the different-looking screenshots at the bottom.

Map selection screen

image: Bos Wars map selection screen


To solve issue 2 in-game, a preview of the mini-map, as it is seen with "non-revealed map" would help. This might be a non-trivial UI/in-game-rendering task if it has to work fully automatic.

Missing/repetitive sounds

In regards to issue 3, I started by contributing a patch with some voices and sounds. If you would like to help as a voice actor or by turning voice lines into soldier/pilot/driver voice/effect mixes, please feel free to comment in this blog post, if you would like to coordinate this with me and other potential contributors. Female voices are especially welcome (source).

Feedback on my patch is welcome too. Watch/listen to the video below, to see what kind of voices are missing and what kind of voices are being used multiple times in Bos Wars.

Resource UI

I'm not sure I have figured it out completely but here goes nothing.

image: how I interpret Bos' resource info

Without having thought this through in detail, this is what seems to be missing:
  • Resource icons.
  • Absolute value of resources in stock, rather than divided by ten(?).
  • Color coding of income/spending.
  • Display of the sum of income and spending - in a prominent position, individual display of income and spending in a non-prominent position.
  • Indication of resource effect by buildings when selecting buildings and when hovering them in the build menu.

Starting screens of all Bos Wars maps

If you see a level that you'd like to play, right-click and "open" the link or image, to see the level name in the file name of the screenshot.

gallery: All Bos Wars maps

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