Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

NAEV 0.4.0 review

Posted by Onote on Friday, September 18, 2009


NAEV Items [more shots]

NAEV 0.4.0 is out, a game of the space trading and combat simulator genre, inspired by the non-free Escape Velocity. Win32/lin32/lin64/mac binaries are available here.



The new version has parts of the user interface changed and is better accessible, for example through in-game gui keybind editing. Three aspects of NAEV show that usability is a priority: 1) the tutorial is informative without overwhelming too much 2) most combats can be evaded through the run away-tactic (this might be unintended, but definitely liked by me). 3) The automatic jump system, that allows consecutive jumps to systems without having to manually repeat standard maneuvers gives much relief to the player.



The changelog also lists better-looking visuals as well as new sounds and music tracks. As a bonus, all the art in the game is licensed under Debian-friendly licenses. [license.txt: audio, visuals]



Gameplay



Wingmen fighters in action

In NAEV the player starts with a small trading ship and needs to earn money to buy new vessels and equipment. Trading or patrolling missions are the key to income. Though I'm no fan of playing lots of similar missions in a row, I did feel satisfaction, when discovering the most effective way to earn money with them: play patrolling missions and a lot of them at the same time.



Along with the repetitive, generated tasks, there are some original missions of different difficulties that allow the plot to progress and/or provide alternative methods of earning credits. They alone are reason enough to give NAEV a spin. The developers want to include more and more story missions, so contact them via IRC or mailing list if you're up to some sci-fi 'quest' writing! :)



A third (or is it fourth?) method of increasing wealth is observing prices and buying where prices are low and selling where products are expensive. However, there is not much of an economical simulation implemented in NAEV yet, so I wouldn't recommend this path for now.



Yet another battle
Scout ships, fighters and battle-cruisers are available in the shipyards of NAEV, different kinds of energy and missile weapons can be bought, various upgrades can be installed. The brainless method of costlier=better didn't work for me, I had to balance the effects and firepower against speed an maneuverability. Running away is more enjoyable to me than fighting and waiting ten seconds for my ship to turn.



The coolest item in the game is the fighter bay. It allows to host small allied ships in your cruiser. After 'shooting' them into space, they will attack enemies and can be controlled with a few simple commands. Place two is occupied by the afterburners, which will give a temporary speed boost at the price of having the view shaken.



Interviews



Next, two questions for the current top 5 NAEV contributors (and two extra ones for the lead dev):




Q1: What is your role in NAEV development?


bobbens: I am the lead developer of naev.



Deiz: I do a bit of everything, as required.



Done graphics, sound, missions, etc., but most of my time has been spent on making the sprites look nice and getting the game to a fairly balanced state.



For sound I mostly hunted things down and vocoded a few sounds to get the results I wanted. For graphics, most of the ship models are sourced from Vega Strike, many of the outfit graphics are based on models by Joss that I've heavily hacked up.



brtzsnr: I coded a couple of features that NEAV lacked (one of them is the faction disks), now I'm working on 3d-models and sometimes I fix bugs. I wish I had the time to implement more complex features.



stephank: I wrote some code to save configuration. It was unable to at the time.



BTAxis: I've provided some game content (two missions and half a dozen systems so far). That is the extent of my active role in NAEV's development. However, I also occasionally put forward proposals for new or improved game mechanics on the project mailing list, and if I can make them convincing enough and/or talk bobbens into seeing things my way, they may one day find their way into the actual game. I enjoy doing that. Thinking up game mechanics, making them work in my head and fitting them into a bigger picture is fun for me.



Q2: What do you want the game to become in the future?


bobbens: I want the game to be as good as the memories of my childhood playing original EV made it to be.



Deiz: Ultimately I'd like to see NAEV be appealing to a broader audience. At present if you're not somewhat familiar with the Escape Velocity/Elite/Freelancer/etc genre there's not too much to grab your attention.



brtzsnr: I hope NAEV to become more RPG-like (have a crew with different skills tree, say one engineer, one pilot, one commander, etc). Also I want more non-linear/intricate stories.



stephank: I played a lot of Escape Velocity, so that's why I got interested in NAEV. It looks and feels a lot like EV right now, but it looks like the (active) developers are mixing in interesting features from other games in the same genre, and even innovating. I would like them to surprise me, more so than me influencing them. :)



BTAxis: I already mentioned the proposals I wrote up. They're essentially the answer to this question, or at least they're the story so far. But if I'd have to explain it in two words, I'd say that I want naev to be a space exploration game that offers a high degree of interactivity while at the same time providing and engrossing and believable world for the player. That is not an easy goal to meet. Most space games that I know of sacrifice one aspect to pursue another, and in the end NAEV may have to as well. But at this point in time, I believe it's doable, and I hope to be part of making it happen. [For more information check out the proposals on NAEV's mailing list]



Q3: What made you start the project?


bobbens: I started the project about 6 years ago by myself when I realized that there was no game like EV (which I had played extremely intensively as a kid) on linux. EV also had major gameplay flaws that should have been worked around.



Since I had no projects at the time I started out with the ambitious NAEV, which over the years has slowly been taking shape and was released recently (one year ago) to the general public.



As of 0.4.0 I'm starting to be pretty impressed by the results.



Q4: What do you think of Star Control II (The Ur-Quan Masters) as an example of a EV-like GNU/Linux game?


bobbens: I only played Star Control II after someone mentioned it to me about 6 months ago. It does seem to have a lot of EV features, but it seems to lose a bit the fast paced-ness of EV and customizeability of the ships. However it does have other great features that EV lacks like the zooming in systems and the dialog use.



It's good to find good features in other games and use them for inspiration in NAEV, it's evolved enough that it no longer is an EV clone. It also takes from all over while trying to keep itself unique.




Latest NAEV gameplay video



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UFO:AI pre2.2 Review

Posted by Onote on Tuesday, October 9, 2007

Want to know what's worse than a dog breaking wind? 2 dogs doing so... the Free Gamer hounds are gassing the place and making it very difficult to... oh god... no... not again! ARGH!



I will try my best not to faint but I can't promise I will survive the nauseating stench that keeps filling the room whilst the two hounds sit quietly satisfied under my desk.



I gave UFO:AI a try, the SVN version. It's really rather good - spiffy graphics, lovely sound, and very well presented. The music especially is excellent. Support for my laptop resolution of 1440x900 made me happy and is only the second Free/freeware game I know to do that - the other being Astro Menace. Whilst some people reported the beta as a bit unstable, the SVN verson has been as steady as a rock for me although I have only played it perhaps an hour in total so YMMV.



Overall it is shaping up nicely and is definitely one of the best Free games around. However, there were a few things that bothered me.




There's No Underwear!


The micro-management is too excessive and is pervasive throughout the game. I really don't think it's necessary to have the level of detail in terms of managing ammunition for individual soldiers that there is. It's difficult enough when you only have 1 set of ammunition to cater for (think any FPS game e.g. Half-Life) let alone having to be aware of 8 people's ammunition. Making sure stocks are there is one thing but having to give your guys and your space ships spare ammo and mess around rearming inbetween missions is not fun. If I wanted to manage stock, I'd go sign up at my local supermarket and count baked bean cans.



Your scientists have stats. Your workers have stats. Everything seems to have stats. And that means you spend far too long trying to understand and/or balance them. You assign production queues which take a certain number of hours, and you assign priorities to items in the production queue. This aspect of UFO:AI is less game and more factory management. They have a system probably not far off commercial CRM and ERP in terms of the depth of detail.



In my opinion, unless something is really meaningful, it should be automatically handled. Chalk it down to sensible management i.e. assume you hire the best scientists and workers, assume you're not being ripped off by buying stock - you are the "first and last" line of defense, I'm sure the world wouldn't be too picky about making a profit on selling you stuff! This is a game, not HR. Soldiers will rearm themselves if stocks are there, they shouldn't need to be rearmed by the player, etc etc. I would make basic weapons and ammo (i.e. everything available at the start of the game) naturally limitless (assume the world's military provide it) and leave the production / weapons management to only the alien stuff you research yourself.



I know this all was in the original UFO games but just because a game franchise is really good doesn't mean the gameplay is perfect. I think the amount of fiddling required with these things and the consequences if you forget them (e.g. going into missions without ammo) are a negative for the game.



Also I couldn't seem to intercept UFOs. Having to arm the ships at the start of the game seemed like needless administrative overhead (surely they should be armed by default). After arming them, no matter what order I clicked on the UFOs and my own ships as presented by the UI, I couldn't get my interceptor to go more than about 1 pixel away from the base before it turned back, which effectively killed the game for me. Hopefuly they'll have this sorted for the 2.2 release.




Argh! Aliens!

The FG Hounds Are Near


I think the isometric view (toggled in graphic options) is both true to the original franchise and also more usable as it's easier to visually understand the scene in front of you. I'd like to see that enabled by default.



I would also like to see the soldier buttons also carry some information about the soldiers. Perhaps partially fill them with a lighter blue to represent how many movement points a soldier has. Make the blue go red if they are injured, stuff like that.



There was only one thing that trully bothered me, and that's how the UFO:AI team have their SVN laid out.



You check out the ufoai module from SVN. This module contains both the game source (ok) and the map source. To play the SVN version of the game, you must run 'make maps' which takes 6 hours on a fast machine, probably more on mine (I left it overnight). These 'compiled' maps are in a platform independent format. Why include them as source in the main module? Surely you have a different 'maps' module for the map source and commit the 'compiled' maps to the main module or even another module. That way only 1 person ever has to compile a particular map (i.e. the person working on it) and everybody else gets up-to-date maps without messing around (svn up, and hey presto). I'm pushing them to do just that.



It's important to organise your SVN properly. Why? SVN is the 'starting point' for your most useful members of the community - addicted players and contributors. If your source layout causes problems for them, it means you'll have less people playtesting or trying to contribute because they'll get frustrated trying to get the latest and greatest version.



It's also important to ensure your dogs have a good diet because otherwise they'll kill you with biological warfare. Incidentally, talking of good diet, we did upgrade their dog food due to this problem. Unfortunately upgrading dog food also upgraded power and intensity, so I think I might find the cheapest stuff I can next time out in a desparate measure to reduce their emissions.

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Smashing

Posted by Onote on Wednesday, August 22, 2007


Cannon Smash


Last night I downloaded and played Cannon Smash. I was quite impressed - the ball movement is good, the gameplay fast and fluid. The graphics, although quite simple, are quite nice as well when in motion.



The main problem with this game, and what would be a good mini-project for a budding developer, is the controls. Currently you use the LMB to hit backhands, the RMB to hit forehands, and a slew of keys to target a point on the other side of the table. It's unwieldy - it takes a while to get used to hitting the correct mouse button and at the same time varying the destination of the ball - but, once mastered, it's not even skillful. All you need to know are the far corners (1 and 7) and to be able to time your forehand (RMB). The controls are complex enough to confuse, but once understood are not powerful enough to realistically model table tennis. It's a shame because the ball physics and presentation are really good.



I think it an autochoice of forehand/backhand (depending upon which target is closest to the path of the ball) and instead have the mouse buttons instead represent types of shot - LMB topshin, RMB slice. Aiming should be done by lateral mouse movement whilst a mouse button is depressed. Slice variance should be done by movement of the mouse forwards or backwards whilst a button is depressed. Foot movement should be done by mouse movement whilst no buttons are pressed. That describes a set of controls that would require skill to truly master and offer a massive variation on gameplay that fairly well describes the game of table tennis. The only aspect not covered, really, is shot depth.



Add some better player models, perhaps characters of some sort instead of faceless manikins, more variation on the degrees of skill of AI opponents, and a tournament mode, and Cannon Smash would be a superb Free Software game. As it is, it's just a good Free Software game. :-)

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Ivan Another Go

Posted by Onote on Sunday, February 25, 2007

Ivan another go... Ivan... I want... get it? Sigh.



Anyway, Iter Vehemens ad Necem (Ivan) is a simple graphical roguelike. It's fiendishly hard, which is encapsulated by the translation of the name, "a Violent Road to Death."



The graphics look, at first glance, very basic. With first impressions counting for an awful lot in this shallow society of ours, many people will probably turn away before even trying out the game. However, the simplicity of the graphics allows for some really nice touches that screenshots just don't portray. Characters bleed, metals shine, dogs drool, and it makes it surprisingly immersive.



This fella is in trouble



How did he get this far?



One of the major differences between Ivan and traditional roguelikes is the body system it employs. You can lose limbs, Gods can remake them out of various materials - to be told you have been given a new arm made of banana flesh is amusing to say the least.



Make no mistake about it though, this game is hard. You will meet many violent deaths. However the challenge is part of what makes this game so addictive. You are always intrigued by what you will find that little bit further into the game - although I doubt I will ever finish it so finishing it isn't even a motivation to play!



One of the things I have yet to master is genies... how do you make meaningful wishes? I always end up being given something crap! When I ask for arcanite armor why do I get hardened leather? But all those little frustrations make you come back for more.



I have lost a lot of time recently to a game I would not normally have played. I, like many of you, glanced at the screenshots and thought, "looks rubbish." True geeks don't need graphics, but I'm not a true geek and I really do not enjoy nor will never play ascii art games again. But this is not ascii art, and in this rough looking piece of coal you will find an absolute diamond. Play, and enjoy.

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Review: Fish Fillets NG

Posted by Onote on Thursday, September 7, 2006

Fish Fillets NG is the fan-project result of the open sourcing of the original commercial title Fish Fillets from Altar Interactive. It is a fiendishly challenging and addictive puzzle game and is refreshingly original in a genre epitomised by evolutions of popular classics.



You take on the role of two fish who are caught up in a fairly silly plot to, I think, save the ocean. The gameplay is oriented around using the two fish - one is small, the other strong - to escape a series of fiendishly difficult levels.



Clever Level Design

Lovely Graphics


You can only use your fish to move obstacles in certain ways. They can lift objects - although only the shark can lift metal objects - and push them over ground or other objects. They can't carry objects on their own though and moving an object directly over the back of a fish or dropping an object on a fish will kill it.



The level design is very clever. On many levels, not only must you perform a sequence of manoevoures to overcome obstacles but you also have to be forward thinking to make it possible to escape once the initial challenges are beaten.



The graphics are very nicely drawn, as you might expect from a formerly commercial title. The characters and levels are well animated and the fish often engage in witty banter between themselves or with other characters in a level. There are voices to accompany the subtitled text but sadly they are currently only available in Czech (the roots of the original developers). The music is palettable although repetitive after a while - and playing this game takes a good long while.



Oh so small yet so hard!

Multiple Branches


Then there is the main attraction of this game. It is hard. It is really hard. So many games are just so easy, using the same wash/rinse/repeat cycle of throwing enemies or similar puzzles at you. Not Fish Fillets. The levels vary greatly and get tougher and tougher as the game goes on. Some will take you days or even weeks to complete. It is also addictive, highly addictive. A challenging game draws you back for more and this will have you pondering over potential solutions for hours and hours. There are 70 levels to tackle and that is plenty if you consider how long some levels take to figure out. This is a game that the vast majority of players will never complete, which probably makes completing the game even more satisfying - I haven't completed it yet!



A clever thought by the original designers was to use branches for accessing new levels instead of a linear progression. Given how challenging some levels are, if there weren't other options you could easily just give up and stop playing, but fortunately there's always several levels to play at any one time.



Just in case the allure of beating the puzzles wasn't enough, there's also a global hall of fame to see who has come up with the best solutions for each level in the game. Equalling the best score for a level can often be harder than beating the level itself.



This game is released as version 0.7 at the time of writing. It is fully playable from start to finish and I haven't come across any significant bugs in probably close to a hundred hours of playing time. For immediate future development I'd like to see consolidation of existing features into the options - such as fullscreen or toggling speech. Currently you have to specify fullscreen or speech as a parameter when starting the game which is a little daunting for a novice computer user.



In the long term it would be nice to see perhaps a level editor for fanmade contributions, a transition to vector based graphics so they scale better, and voicesets for other languages - especially English. Currently the development list is a little quiet but one can always hope.



I recommend this game to anybody who fancies a challenge. It's a refreshing break from the usual 3D-fest games that you can't escape from these days. Who knows, maybe you can escape from some of the Fish Fillets levels instead!

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