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Friday, September 9, 2011

Wazzal (dx8 game) open sourced!

Wazzal in space

Wazzal is a single-player role-playing space trading and combat game that features a compact plot, ship-boarding mini-fights and allows to switch control between ships during team battles.


The recently open sourced game was made by Ville M�nkk�nen of Instant Kingdom (IK). He is responsible for excellent freeware games including Notrium and is currently working on a for-pay top-down fantasy RPG.


IK community member Amarth shared some insight about what it would take to make Wazzal run on modern operating systems:
It will be a lot of work. DirectX calls (Windows only) are sprinkled all around the code. Then there are some references to the win32 api, though not many when compared with the DX ones. There are probably also some non-standard C++ Visual Studio-only things going on, but that shouldn't be too hard to fix either. DirectX is the big problem here.It also needs to be done, because Wazzal is written with the DirectX 8 library, which seems to be no longer supported in any way by Microsoft.

It's positively impossible to find the headers and libraries needed to compile this at Microsoft. I haven't tried other locations yet. It's probably not impossible to find, but who knows how well supported old libraries will be on newer versions of Windows...
The license for both code and assets is a very permissive one and likely to be compatible with MIT/zlib/3-BSD (and CC-BY for assets):
10 You are allowed to use the game source files and the included resource files in any way you wish, I only ask that you retain this license and credit me.

Tuesday, September 6, 2011

DungeonHack/Godhead Demo Ultimatum

DungeonHack aka Godhead imposed an ultimatum on itself: two weeks for finishing a gameplay demo using the Lips of Suna engine.


Should the demo not be finished by that time, the development team will commit Seppuku.

Just kidding. :)

It's refreshing to see an open project put some pressure on itself. I'm looking forward to the results of this.

Friday, September 2, 2011

GeneticInvasion : a brand new Tower Defence

Hi! I'm here to show you a new game that I'm working on: GeneticInvasion

It's Tower Defence game, but it has something special: it uses evolutionary algorithms.
The idea of evolutionary algorithm is to use darwin theory to solve problems:
  • We generate random solution to the problem.

  • We evaluate them.

  • We take some of the better ones, apply random mutations to them, and generate an offspring from them.

  • The child replaces their parents in the solution population to form a new generation.

  • And we do this, again and again, until we find a solution that is good enough.

Well, in GeneticInvasion, the problem, is you. So enemies evolve in order to crush you.


We used a real evolutionary computation library called EO to make this game. The library is being used for many serious projects.

So, you heard me, an army of colorful enemies are trying to eliminate you, don't just sit here, fight!

Some notes:

  • For the first time since we began to develop it, the game is now interesting to play. That means that it's neither too easy nor too hard to play.

  • I also added 3 levels that are supposed to be sorted by difficulty.

  • There is a medal system, so you can try to get gold on all 3 of them. (I failed to get the gold medal on the third one through :P)

  • There are no binaries, if someone is feeling like doing some, please contact me.

  • The game is theoretically compatible with at least GNU/Linux, Windows and Mac OS but has only been tested on GNU/Linux. You'll need SFML, EO and Glu to build it.

  • Please send us your remarks and comments.!



Also, I'd like to thanks OpenGameArt and the artists that contribute it, without them our game would probably had hand-drawing art, and we suck at it. (Also many thanks to ozzed who did the music on Jamendo)

Official website: GeneticInvasion   Controls for playin the game

Tuesday, August 30, 2011

Flightgear 2.4 plus something cuddly and something fishy

Is it a bird? Is it a plane? No, it's... wait, yes, it's a plane. The quintessential FOSS flight simulator gets updated, Flightgear 2.4 (announcement) has been released.



The FlightGear development team is proud to announce the release of version 2.4.0 of its free open source flight simulation program. FlightGear 2.4.0 reflects over one and a half years of development and incorporates several new and exciting features, as well as numerous bug fixes.




The feature list in the announcement is impressive. A summary won't do the release announcement justice (although in parts it is a bit dumbed down, but that's OK, not all of us are au fait with regards to computer game development). Still, here's an attempt:



  • Realistic weather simulation, phenomena includes are fog layers that are limited in altitude, cold fronts, thermals, cloud formation in updraft winds along mountain ridges, and many, many more.

  • Enhanced graphics including highly realistic mountain surfaces, 3-dimensional cityscapes, water moves realistically and sunlight is reflected from its surface.

  • Many improved planes/models and additional cockpit systems - a choice of nearly 500 different aircraft, from historical to bleeding edge, from ultra-lights to the ultimate flying heavy metal.


Still no combat (see open source flight combat article) but I think that's probably a bit off topic for Flightgear.





The Flightgear project has reached what I call "critical mass" in that it no longer depends on a few active developers to maintain progress. A thriving contributor community outgrows the original development crew and it becomes owned by the community. Usually when a project attains critical mass, development accelerates massively. There are more people contributing to Flightgear than has ever been the case, it is flying. Pun intended.



In fact I can't think of many other FOSS games that have attained "critical mass" status. Battle for Wesnoth of course. Possibly Freeciv and OpenTTD (I wish they'd rename that). Some projects got close but never quite made it, such as Glest and Vega Strike. Others are knocking on the door, such as Pioneer, Speed Dreams, 0AD. (If I am being dozy and missing any such projects, point out in the comments!) The vast majority of projects never get close and usually only are actively developed as long as their originators / principle supporters are motivated.



What could be cuddly? Plee the Bear 0.6 has been released (announcement, forum thread). It features the first big boss. It is a very nice looking game with a lot of potential, and seems great for a younger player.





And the something fishy? Avid readers, those worth their salt, people who are true followers of the blog, those who will enter through the gates of St Peter before all others, they will know I am a big fan of Fish Fillets NG. Somebody has made a clone called, imaginatively, Fish Fillets Clone (screenshots). Whilst I don't like that it is an outright clone, I do like that it uses vector graphics. I think there's promise there.



I'm sure I'm forgetting something. Oh, yeah, hiiii to my Cuban female fanbase!

Monday, August 29, 2011

Planets are a nice thing...

...but make us FreeGamer blog-authors lazy, as all the news are already in our awesome game and development planets :p

New to the feeds is our revision control planet, for those news-freaks that want to keep up to date even if it is just a change in punctuation of the readme file :p



It is btw interesting to see on this planet how much changes happen in the Xonotic SVN, while to the outward observer the project seems to be moving only slowly forward.

However, recently they released an auto-builds update script, which makes it much easier to keep up with their development builds (which seems to be the preferred version for them now in general, but things can break from time to time). Oh and for the lulz: a "my little pony" mod recently surfaced for Xonotic also :p



Next on the list? Ahh yes, Stunt Rally version 1.2 got released:





Changes include (amongst other stuff) a new split-screen and a ghost car rally mode.



Other things to mention? Mage is a open-source MTG client, but not as nice looking as Wagic. But it might convince you with other features (of which Mage has a lot ;) ).

Unknown Horizons has a nice news update with all the improvements Google's Summer of Code gave them and the Zod engine is set out to improve the multiplayer part of the (back then really nice) game Z (using the unfree media from the original it seems).

Thursday, August 25, 2011

PyWeek 13 (And PyWeek 12 Winners)



It's time PyWeek #13 soon!



The dates of this challenge are are 00:00 UTC 2011-09-11 to 00:00 UTC 2011-09-18.









Timetable
Friday 2011/08/12Registration underway
Sunday 2011/09/04Theme voting commences
Sunday 2011/09/11Challenge start
Sunday 2011/09/18Challenge end, judging begins
Sunday 2011/10/02Judging closes, winners announced

Check out PyWeek 12's winners by the way:

Loopback: Asteroids + Tower defense. Retro Look. Permissive code license.
Loopback - PyWeek #12 Team Winner

Lemming: Enough Plumbers + Canabalt??? Hand-drawn horrible ;). Permissive code license.


The PyWeek guys seem to have figured out the license part of game prototyping well: Lemming for example contains a list of all used art pieces' urls and licenses. Neat!


PS: Ludum Dare got 600-1 entries last weekend.

Wednesday, August 24, 2011

BZFlag Tournament hosted by Ohava Open Computers

BZFlag


There will be a tournament of the CTF game BZFlag.

When: September 30th, at 5pm EST

Where: Online(?)

How: Visit ohava.com/gametourney for sign-up.

Prize: An Ohava OpenBook BE awarded to the MVP of the winning team. More prizes will be given to all of the winning team's members.