SilverTree and FIFEngine

Posted by Onote on Thursday, October 11, 2007

Two big releases in the last 48 hours - SilverTree 0.2, the RPG by Wesnoth developers, and FIFEngine that comes with a CC-by-SA licensed techdemo.



Starting with SilverTree, the main gameplay aspects have all now been implemented: you can explore, talk to NPCs, fight, learn skills, gather equipment, and so forth. There is a simple adventure included which can be played through to completion.



Version 0.2, which should run on the 3 major platforms and be portable to others, is still an unpolished game but the development momentum is there and since it is now playable you can get a very good idea of the direction the game is going in. I wouldn't be surprised to see a much nicer 0.3 release before Christmas.




FIFEngine Tech Demo


Turning our attention to FIFEngine, version 2007.2 comes with a very nice looking techdemo which has a syndicate-ish feel to it. There are major changes to the engine which brings with it a host of cool new features:



  • SWIG binding so more scripting languages are supported.

  • New 3d geometry system. Camera supports now tilt, rotation and zoom.

  • New event channel module. Scripts have full access to mouse, keyboard & widget input.

  • Improved action-based animation system.

  • A techdemo to give game creators a starting point. This is a common undertaking of the Zero-Projekt team and FIFE.


Author mvBarracuda posted more details in the FG forum.



I'm hoping that this rather awesome looking techdemo, licensed under the CC-by-SA after some lobbying by FG forum members, will be the starting point of a good game. Sometimes such a seed being sown can grow even if you didn't initially intend it to.



There's a new Snowballz release (0.9.5) that comes with some user requested features (grouping) as well as music and terrain elevation now affects gameplay, plus all the fixes that usually accompany a Free / Open Source Software game release.

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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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Game Announcements Now Onine

Posted by Onote on Thursday, October 4, 2007

There is now a Game Announcements section on the forum. Anonymous posting is allowed (but moderated) and any form of FOSS game news is welcome. The idea being is that if you want to publicize a game in any way, post the update there. New versions, new demos, new tournaments, new news, whatever. It is also fully RSSed so, well, if you have a website, include it. Let's get lots of Free Software gaming updates to the world so everybody can know about it.



You may notice a 'Chat' irc link above - #freegamer on irc.freenode.net - another community experiment. IRC has always been a popular medium for collaboration so we'll see if that works for Free Gamer too. ;-)



Good news for *nix users (Linux, BSD etc) who have wanted, but been unable, to play SoulFu - somebody has posted a modified download of SoulFu (~1.5.1) which should compile and run. YMMV. It didn't work for me.



Vega Strike 0.5 finally hits beta. Anybody who has read this blog before should know all about VS and how awesome this version is looking. Love space games? Go help test it.



Qudobup aka Uber-Q has been collecting links of new open source games he has come across in the FG forums. It's in the News Flash bit on Game Announcements (linked above). More tomorrow... hopefully! :-)

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Scourge-erific

Posted by Onote on Wednesday, October 3, 2007

Time flies when you're forgetting to do things, like update this blog. Damn, I make a post, have a nap, get distracted, and 6 days later I remember I was supposed to be posting again. I have umpteen drafts of half-finished opinions; games get released and I don't know about it. I need to invent an army of workers that will mine the web and report for me.



The Free Gamer forums got a facelift thanks to Qudobup, the guy also behind the look for Free Gamer. It looks really cool and since the forum supports RSS you'll see a few forum-related things going into this site in the nearish future.



Scourge 0.19 got released! Yay! No changelog on the site? Boo. Seems like binaries will eventually be available for all major platforms and will appear on Sourceforge. Despite the lack of information about this release on the site, having monitored Scourge development for a while, I can say 0.19 contains some really cool new features - outdoor environments and more storyline - and some important improvements - much better AI for route finding. It's on the cusp of being a really good game. All it needs is some slightly better artwork.




UFO2000


UFO2000 have had a major new release. Also their website got a facelift and it's probably one of the best looking FOSS game project pages you'll see. Beautiful. Somebody (fan? developer?) commented on a previous post that the community is struggling for players. UFO was (is?) a great series but it's primarily a single player game. I don't see how the multiplayer version can be quite as fun as a big part of the game was building up your team and researching new technology as you waged the war against the alien onslaught.



If the UFO2000 team could focus on a single player version I think they would see their community grow significantly, but they've got a lot of catching up to do with UFO:AI which has focused on SP from the beginning. Still, I do have a soft spot for UFO2000, having observed steady progress for many years on the project. Seeing the gameplay video on the UFO2000 site made me yearn for a single player edition. I want a game I can tackle at my own pace, y'know, multiplayer games tend to favour those who play a lot.



Battle Tanks is another multiplayer-focused game that looks great, and version 0.6 was released the other day. I'm tempted to try it, but again that multiplayer angle just doesn't appeal to me. Even if they offered a simple single player edition where you fought bots, that'd be fine. Please, let me play with myself. I mean, er, um...



I want to say more but no more time. I'll try to be more regular, perhaps doing shorter posts if I'm in a rush rather than no posting at all.

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Ultra Fickle Overtones

Posted by Onote on Thursday, September 27, 2007


UFO:AI


There's beta installers for Linux and Windows for the popular open source game UFO:AI. The changelog for version 2.2 is impressive. The download link is a bit hard to get to - a ploy to stop too many players mistakenly downloading the beta when they didn't realise it might have bugs. Anyway, grab it here, and help them make UFO:AI 2.2 a great release. :-)



There was an interesting comment on the observation I made regarding the version number of LordsAWar:



0.0.3 for the lordsawar version doesn't mean 3% done. The game has most aspects of Warlords 2 implemented, where as freelords only has a few.


Well why version 0.0.3 then? Ok, I admit, version numbers are probably one of the least important aspects of game design. But, come on, really, if your game has lots of features and close to what you consider "1.0" for your game, then label is as such. People who are casually looking for a game to play will see 0.0.3 and think, "not even alpha." They won't play it. Players are fickle like that.



Version numbers imply the amount of progress towards the author's vision of the game. To me, 1.0 is the original vision and past that are evolutions of that vision.




JCRPG


Speaking of vision, I'll also give a quick mention to JCRPG whose author seems to be relentless in his efforts to bring a quality classic RPG framework with all the modern trimmings. Some of his trees are not to far off being life-like in quality. If somebody had the drive to start making a game based on his work so far, thereby pushing things even further, we could see some amazingly atmospheric games.



My brother alluded to an interesting point when commenting on the state of modern gaming. FPS games are monotonous, they are rarely atmospheric. It's just the same sprint shoot sprint cycle except with different weapons and backdrops. The gaming genre has become boring as the limitations of games have eroded away. Complete freedom to move often has the undesired consequence of making the world less interesting as there is no longer a challenge to navigating it - just find the next gap and run through it, all guns blazing. CRPGs used to be mazey, claustrophoic ordeals where you constantly had to plan to avoid getting into too many consecutive battles as monsters were quite fatal. The game worlds were not massive, but they were hard. The gaming industry seems to have forgotten that an enclosed but well defined world is more intriguing than a a massive open one which just looks pretty and has no substance.



Maybe I'm wrong, I haven't played many commercial games in the last 5 or 6 years, but when I have it reinfoces the above feeling. Just a thought.

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Return of the Jedi Gamer

Posted by Onote on Wednesday, September 26, 2007

WWWWhaaaat?! 3 days since I last posted? Disgraceful.



Oh well, trying and make this one interesting I guess! ;-)




Blood Frontier


Blood Frontier, a single player FPS using the Sauerbraten engine, has seen it's first alpha release become available for download. As it's a Sauer mod, it works on all major platforms. It aims to provide an atmospheric single player experience with depth, one of the major missing open source genres. The game development will be open source but I don't think there's anything in SVN yet as the main author doesn't know how to use SVN - but that'll change.



I think games will start emerging from the Sauer stables now the engine has matured a bit. There are thousands of game modders out there producing content for free for commercial titles, and I think Sauer could attract a lot of those if the community makes a lot of noise about it. Of course, it's not perfect, but community projects can be improved and cater to the community, so it's a powerful platform for creating Free games.




Vega Wars


Let's start with the first screenshots of Vega Wars - a marriage between Vega Strike and Vega Wars. Whilst these are simply Star Wars models in-game, creating a decent amount of game content is one of the most time consuming aspects of mod-creation (and Vega Wars is a mod) so it's good to see that part being made significantly quicker by gaining access to the vast majority of required models, all of which are of considerable quality in both detail and accuracy.



Speaking of Vega Strike, development is very active at the moment and there's only a few minor things left to do before the next major release. There are still a lot of improvements to be made to the game but the combination of active development and an active community will see to that. Hopefully from no onwards releases will be more frequent and less signficant.



There's another Egoboo Resurrection release. Version 2.4.3 is another impressive update and if it keeps going Egoboo may actually be better than it's predecessor. Saying that, it looks like SoulFu is becoming fully open source with talk of a Sourceforge project appearing in the near future to manage development. Egoboo is still only distributed as source and a Windows binary, but the source version should (I'm told) compile on Linux although a few graphical glitches still remain.



Time to take the two Free Gamer hounds for a walk, lest they start eating my feet in nervous desparation.

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Extreme Tux Racer

Posted by Onote on Saturday, September 22, 2007


Extreme Tux Racer


The team over at Extreme Tux Racer - the latest fork to take on the Tux Racer continuation mantle - have made their inaugral release. It's still a bedding-in period with no real major updates other than a new campaign (cup?) but hopefully it will signal the start of a new lease of life for development of a popular open source franchise.



FreeLords, the project cloning Warlords, have made their first release since changing to Java as their programming language of choice. No more dependencies (except Java, of course), automatic portability, and the promise of network play, all bode well for the future but this snapshot release isn't playable yet. However it seems their time machine works well since these announcements are from 2008 - if they have a time machine then this game is sure to succeed.



LordsAWar, a fork of discontinued FreeLords C++ codebase, has hit version 0.0.3. Whilst that sounds very small I think it's not really a reflection on the completeness (implying 3%) as the C++ FreeLords was in development for years and I think this project is just trying to gain some early momentum.



The Secret Maryo project is keeping up it's good progress with another release. Version 1.1 sees the game make more steps to being a platform game worthy of the Mario moniker that it emulates.



The OpenTyrian project came up on the freegamedev.net forums. Tyrian is an old DOS game, a vertical scrolling shooter. Those games used to be so much fun - most games did in those days. Anyway, before I digress, this is just a port of the game to C/SDL. You need the original game to play it :-( but, since it's available on most abandonware sites, that shouldn't be hard to find.



Also I note Free Gamer made its debut on Slashdot, more about that tomorrow. No, it's not so significant that it gets its own post, it just caused me to think about something I wanted to express i.e. when the first iteration of this paragraph was longer than the rest of the post put together, it became obvious it needed its own space. ;-)

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