Wednesday, 24 July 2013

Much activity for Zero-K and some other news

Zero-K, the probably coolest fully FOSS offspring of the SpringRTS engine has seen at least two new releases since it last crossed my mind to check their page... a pity actually as the new features of version 1.1.7.0 (and prior) seem quite nice.
And for those not into the game (yet), there is now a channel with commented multi-player matches like this one:



Just a pity that the game-play doesn't really allow much zooming in to see the graphically really nice units ;)

In unrelated news:
Hmm, there is probably much more... so please comment below :D

Sunday, 14 July 2013

DevCorner: Open (Game Art) Bundle

An interesting mixture to "pay what you want" and "ransom funding" has recently surfaced with the Open Bundle:



You can buy all the offered game art and use them under the CC-by license and if the total threshold is reached (10k, 1 day remaining, 9.3k already pledged) all the game art (2d sprites and music) will be officially released under the CC0. A split of the funds is btw. shared with the EFF and Creative Commons.

For those wondering: no, it is not done by our friends of OpenGameArt.org, but they think it is a good project anyways. Interestingly the creator is also thinking of expanding the idea:
Do you want to host your own "public domain ransom"?
I'd love to help you! Email me at nick@commonly.cc
P.S.: While we are on last day notices: Today ends the registration period for the Unvanquished summer tournament. Also check out their latest Alpha 17.

Tuesday, 9 July 2013

Cataclysm: Dark Days Ahead, funded!

The self described open-source rogue-like survivalcraft / driving game in a sci-fi zombie apocalypse has successfully reached its goal on Kickstarter, and one of the developers will now be able to work on it full-time for a few months to implement for example a back-end for proper graphics.

But see and hear about it yourself:


The first stretch-goal is close too, with 12 days remaining to pledge money towards this cool project.

Less rosy does it look for the previously featured Data Dealer project. With only 48 hours to go, but still about 10k missing it will be a close finish if at all. They got some remarkable press lately though and jumped up about 10k in the last days, so it is still possible. So if you haven't done it yet, pledge here.

Wednesday, 3 July 2013

Open Source Never Dies

The beauty of open source is that projects never officially die as long as the source is available.

Some classics simply keep moving forward because of this.  They get written off, domains expire, progress seems non-existent, but then somebody with a bit of knowledge and drive does something and the project is alive again!  That is the beauty of Free / Libre & Open Source Software.

Super Tux

The last Super Tux release was 0.3.3 in March 2010; that isn't even labelled stable.  The last stable release was, y'know I couldn't even find out.  It was before 2007, that's all I know.

Progress is slowly made though behind the scenes - something more obvious since the project recently acquired a forum with FreeGameDev.  There are several 'clones' (a GIT term) that have been worked on in the last year or so, with the master branch receiving plenty of love this year.

One of their problems is that some things are hard to find out without quizzing the developer(s).  For example, the editor for the development version is a separate project (as explained here), but that doesn't appear to be documented for the time being.

Status: Release required, Web News or Blog required

Extreme Tux Racer

Now here's a blast from the past.  Extreme Tux Racer, long ago losing its domain/forums, has come back to life seemingly from the brink.  With the forums moved to Sourceforge, there's been a stream of development activity.

(I even helped by managing to acquire admin access to the project in order to give it to the new developers.)

And it isn't just background noise; version 0.6 beta1 has been released!

Still, without a website or much PR beyond the forum they could do with a few fresh faces.  Forums can be quite closed communities - if you don't check it, you wouldn't know of this release.  I bet they would appreciate some feedback, so check it out if you can.

Status: Website required, Outreach required

Other News

Are there any other open source games that look stalled on the surface but are coming back to life?  Comment!

Sunday, 30 June 2013

Data Dealer, an interesting project to fund!

The the last Kickstarter game project we featured was sadly not successful and with only 11 days to go it doesn't look too good for Data Dealer either. But this HTML5 and CC-by-SA licensed game project comes with a pretty cool idea and is quite playable already.



It centers around the idea that services like Facebook & Google really arn't in the business of bringing you a good service (aka "If you are not paying for it, you're not the customer; you're the product being sold") and makes a ironic game out of that.

Here is game-play trailer to give you an better idea:



Or try the current demo on their webpage.

Now of course as we have all recently learned (or at least got confirmation about), the reality is even more twisted than just the private business side of things. But over the revelations of the mass surveillance by the NSA & Co., we should still not forget that all those big internet companies arn't victims by far either.

P.S.: My best wishes go out to Mr. Snowden! You are a hero of our generation.

Monday, 24 June 2013

Unvanquished summer tournament

Given the often quite small online communities around FOSS games, one has to become creative on how to keep players and attract new ones. Regular tournaments are one of those good ideas, albeit one that is a lot of work organizing.
One of the games that is still struggling to attract a stable player base is Unvanquished, even though the game is based on Tremulous and thus quite well developed game-play wise.

Don't hide from the Aliens
However for those complaining about it being the "same old" just with fancy graphics, they have implemented an all new resource and base building system, which will be also used in the tournament! To quote them:
Your tactics may need to change to compensate for this, but you can always test out the new gameplay on our development server beforehand, as well as by attending and observing our weekly development games on Saturdays. An explanation of the differences between our gameplay and the classic Tremulous variety will be explained in a helpful guide that we will provide to you shortly. Most notably, camping is no longer a desirable tactic, and map control is the new focus.
They said "no more camping" !"§$%&/!!!
So where can you learn more about this tournament? Well follow the previous link ;) The event will begin in the middle of July, with the first matches held on the weekend of Friday, July 19th through Sunday, July 21st.But if you manage to pass those rounds, you will have to plan for some matches on the following weekend too.
Registration starts on the 1st of July and you will need at least 3 other people on your team. I would naturally suggest a FreeGamer team, however due to my current bad internet connection, it is sadly not possible for me to join. But I hope some of the matches will be recored so that we can cover them here on the blog too :)

Monday, 17 June 2013

DevCorner: Underapprechiated game engines

In my never ending search for a FOSS game engine that is usable for game modding with out having to reinvent the wheel (nor requiring to be a C++ code master) & having decent tools for content creation (because I am spoiled and think that is a minimum requirement for a game engine) I have become quite disillusioned lately. That is because *spoiler alert* sadly there is none so far... but a few are close luckily.

The usual contenders for 3D action games are your mixed assortment of idTech based engines, most notably ioQuake3. There are a few upcoming contenders like Unvanquished's Daemon engine (which is a mix of ET:Wolf, ioQuake3 and Xreal) and a yet to emerge idTech4 based champion (my uninformed guess is that it will be dhewm3). But all of them lack a decent game-play scripting function.
On the other side of the idTech spectrum, there is the idTech1 based granddaddy DarkPlaces, which while having advanced to an quite impressive feature set, suffers a quite a bit from its nut-bolted & mostly undocumented client side add-on on the already a bit arcane script language QuakeC.

Interestingly the idTech2 based engines get little attention though. I have highlighted a few nice game projects based in it in the past, but it is probably due to the fact that each project is hacking on their own engine fork, that none has gained prominence as a game engine on it's own. But feature wise the engines behind AlienArena, Overdose and Warsow are probably the most advanced.
The last one of these, has been probably the most overlooked, with the game itself not exactly open-source friendly and the engine being developed more or less behind closed doors. It seems however that this has changed now, although given recent project news it is unclear what made them change their approach. But an all new version of it is now on Github with the main developer mentioning a few really nice changes here. Let's hope it isn't just a "source-drop" of a dying project, as after digging into it a bit (the documentation is really fragmented and lacking) I have to say that it includes a few really awesome features not commonly seen in other FOSS engines:
Besides being really performant, it is fully scriptable and has some quite unique multiplayer features like awards, friendlists and persistent game statistics. It also seems to make good process in having easy to edit GLSL shaders, which I have realized is a much rarer feature than I originally thought. Last but not least it has a really modern looking and fully scriptable menu and HUD.

Ah and before I move on to non-idTech based engines I should mention Engoo for those looking for a modernized software rendering engine based on idTech1 (there was some controversy over it, so I am trying to show some support for its further development here).

Ok, that covered, what are some maybe under appreciated non-idTech 3D engines?
First of all I should probably mention the well known ones for the sake of completeness: Cube2, Ogre3D and the new big player Torque3D. All of which are IMHO still failing to provide a good platform for easy game creation (mainly due, following the same order: in-fexibility & lack of scripting; huge mess of independent parts & bad toolchain; lack of Linux port & buggy and overly complicated toolchain).

One of the shining but lesser known examples of trying to improve the status quo is the jMoneky3 engine. Even though it is still a bit bare-bone (e.g. lacking game frameworks) the nicely integrated SDK and the great new node based GLSL shader editor keeps on attracting my attention. Similary the BlenderGameEngine sure has a few great advantages due to its tight integration. Sadly it seems to be the unliked stepchild of the Blender3D project though, which some quite serious limitations and awesome additions like the candy branch never reaching the the main release.

Then there are the still very much alive big names of the past: Irrlicht and Crystal Space. I am not exactly sure why those never quite reached the required mass to become the engines of choice, but I guess the license mess around Irrklang (and other non free but more or less required addons) and the CS Yo Frankie disaster might have to do with it. But at least Crystal Space was accepted as a hosting organization for this year's GSoC again, so they must be doing something right.

Last but not least, I would like to give a mention to a relatively new contender: Octaforge, which has supplied a steady stream of updated betas lately. The interesting things about Octaforge is that it takes all the good things from Cube2 and combines it with a much updated renderer (Tesseract) and full lua script support. But sadly it isn't quite there yet, and the move to a scripting language required the removal of all the nice game-code that it inherited from Cube2.

As closing remarks I have to admit that this article was rather lopsided towards FPS game engines (and more general purpose ones). Of course there are many great other game engines in the FOSS sphere that focus on RTS or (MMO)RPG games etc. I do however feel that many of the grievances voiced here probably apply there too, but maybe it isn't quite as frustrating there as in the FPS genre.
But if you have some better insights into those type of engines feel free to comment below!

tl;dr: the author (as an old school modder) is frustrated that after all these years there still isn't an FOSS FPS engine that can be modded as comfortably as the Half-Life2 engine or UDK. Don't miss the new qfusion stuff though.