Showing posts with label irrlamb. Show all posts
Showing posts with label irrlamb. Show all posts

Sunday, February 7, 2010

Contributors, contributors, contributors

The development structure of FOSS game projects can be a one-man show, it can be semi-closed by having a fixed team and little web presence, it can have lots of tasks without anybody knowing what needs to be done, or it can be plain frozen until a developer decides to pick it up.


Today, I will try to pick some of the open development ones that provide some kind of ordered task list and provide instructions in the case of media creation being the job.



Programming





Rocket Race in Syntensity [more]

Syntensity has some open tasks (having played the game helps understanding :) ), which involve tinkering with the Sauerbraten-based engine and JavaScript.




latest UFO:AI world view
I just found out on #ufoait that UFO:AI is soon to release the first version that allows you to win the game. This will make the squad tactics game be eligible to a line on our list of complete foss games! There are still a few tasks to complete before 2.3, a humble list compared to all the open issues.



PARPG developers wants to ship the first tech demo on 10th of March but could use some Python programmers' help. The engine used by PARPG, FIFE, just released 0.3.0, introducing internationalization as one of the features. One plan for a forthcoming version is to improve rendering performance.


Never mind the sidetracking, regarding PARPG programming: here's the first step (chat) of involvement and the second (forums). :) In case you're worried about setup complications: being on Arch Linux it has been no effort for me to install fife-svn and test the svn version of PARPG many times.





Current PARPG status


I told you about the problems of getting Bitfighter to run on my x64 system. Others suffer from the same and now the development team is looking for someone willing to take a look at our errors and their code in this thread. Should you happen to take a look and have an idea of what the problem is but are too laz.. busy to register at yet another forum, please do comment on this post. :)



Assets/Media/Art




Get the flash player here: http://www.adobe.com/flashplayer

Racer r242 screenshots


Racer is getting prettier and prettier and hopefully the instructions for making cars, using the editor and creating visual themes will let some race track artists do their magic. I recommend the racer-dev group for getting in touch with the developer.



A list of wanted voice lines for NAEV was compiled. For brainstorming, a PiratePad was used, which is based on the FOSS collaborative web text editor etherpad.



jClassicRPG recently received a new voice pack but is still looking for more voices. If you are or you know someone who likes to put their voice to use and has a way to record it, go to/direct them to the updated voice acting instructions.



irrlamb documentation now features a wiki page on level editing. For questions and feedback use this thread.

Tuesday, January 12, 2010

Speed Dreams, Racer, irrlamb, Violetland

Speed Dreams (SD, formerly known as TORCS-NG) is a fork of TORCS with the aim to

implement exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player, as well as constantly improving visual and physics realism.

Now I'm not a racing game fan and so the biggest change I noticed between SD and TORCS is the menu look in which the fork really shines. See my comparison over here.

Anyways, I recorded a video. Please excuse my driving un-skills :)

Racer has been making some progress. You can now play player-vs-player (there is no way of 'winning' though) and the levels have been improved as far as I can tell. If you have some ideas to share for this sci-fi racing game in the works, please do comment on their group!

After quite a while, another version of irrlamb has been released! It takes away the old (in my opinion very original) levels and instead presents polished graphics, a friendly tutorial and two skateboard arenas.

I tried the um.. "top-down zombie shooter with rpg elements, I guess" violetland and was impressed by how much fun I had! Its simple gameplay is well-supported by the cool music. I have been playing a match of this fun action-rpg now and then.

Wednesday, August 29, 2007

Oh no more updates

The latest Sauerbraten release is now available from getdeb, and since I have a new spiffy laptop I thought I'd give it a try. The RPG levels are pretty awesome to look at - now maybe I'm not quite up to date on the latest commercial offerings but compared to recent popular commercial games like Enemy Territory and Half Life 2, a well designed Sauerbraten level looks very nice indeed. The grass and water shaders look lucious.




Freeciv 2.1beta6 SDL


I wanted to take screenshots of Sauer but it seems to have a few problems - occasional hangs, dumping me back into low-res X - and I'm too busy to resolve them. So somebody asked for a few Freeciv SDL screenshots, which I oblige.



Irrlamb 0.0.5 is out, introducing springs and other new features. The Linux binary won't work out-of-the-box on Ubuntu Gutsy :-( so I haven't tried it, but it seems to be shaping up nicely. Window and Ubuntu Feisty binaries are provided.



There's also a new Thunder 'n' Lightning release. This action / flight combat project is becoming a much more playable game; performance enhancements, more graphical effects, and more deadly enemies. It is available as an autopackage - so should be easy to install for Linux users, and there's a Windows binary too. I'm a big advocate of using autopackage for games because it makes it easier for people to play your FOSS game.



I'm not posting videos on Free Gamer at the moment because, well, they don't work with Gnash and I'm not too fussed about setting up the proprietry Flash package. Gnash does claim to be compatable enough to play YouTube videos but sadly not on my machine.



There's also more talk going on relating to a consolidated Free game art effort in the comments of previous posts - at some point I'll be less lazy and summarize it all. One of the guys is designing a website for it and it will be the first official www.freegamedev.net project.

Monday, July 9, 2007

Simutrans and Open Arena and Irrlamb

Open Arena

now with bloom


Simutrans, one of the major open source rail games, gets an update with version 0.99.13 - bug fixes and optimizations are the topic of the day here and with large speed ups for vehicle routing and map scrolling the game should have a nicer feel.



Open Arena ends an 8 month barren spell of releases with 0.7.0 which comes with 10 new player models and 26 new maps. Open Arena looked like a struggling project a year ago but now it is thriving and a worthy Free replacement for the proprietary Quake 3 content.



Irrlamb 0.0.4 is now available, with a bunch of new features for this 3D abstract action / puzzle game. There are binaries for Linux and Windows. I love the regular updatse to this project. :-)



Rumour mill... Angels Fall First demo may be out soon. Check out the trailer. Sumptuous. FG Note: I should try and interview that guy!



Regular readers may know that I'm not big on posting web games (this is an open source games blog after all) but I found this one rather stylish. I bizzarely encountered it on a blog about room escape games that I found whilst cleaning up my bookmarks. I don't think there's a worse genre of game than room escape games. Every time I play one I end up feeling suicidal. Well, ok, not that bad but I can't see how somebody can enjoy just clicking randomly until something lands in your inventory and eventually you can leave a room - it's like focusing the worst aspect of adventure games. Who would repeatedly subject themselves to such torture?

Saturday, June 23, 2007

Medieval / fantasy models required

There's a couple of newish irrlamb gameplay videos. Worth watching if you want to see what the game is like and how devious some of the gameplay can be. For me, irrlamb is definitely one of the most exciting open source game projects around at the moment, being both innovative and challenging in it's gameplay.



Expect some really nice graphics in the next UFO:AI release. A few modelling maniacs seem to have gotten very interested in contributing, which is always good for an open source game project.



OpenTTD Hi-res


As of some time last week, an interesting major change landed in the OpenTTD development trunk - loading of 32bpp graphics and levels of zoom. It's one of the big steps along the road to getting high resolution graphics into OpenTTD. Also it provides a platform for the artwork contributors to see their art in game rather than have to paste it together to showcase it. A completely Free (no TTD required) and beautiful OpenTTD just got one step closer to reality. I'm hopeful that maybe a beta of this work might appear before the end of the year. The image to the right is an actual in-game shot! :-)



Java Classic RPG, the Eye of the Beholder & Dungeon Master inspired project, gained climates this week. If only the quality of the artwork matched the quality of the code developments! I was thinking about this, along with working a bit more on Fortress, and observing Scourge developments, and realising there are very few open source / free medieval and fantasy model resources going. Most projects with good artwork in this genre are either pixel art (like Wesnoth and Daimonin) or restricted (like Planeshift and Eternal Lands).



So, yeah, I think the scene needs a bit of dedicated medieval and fantasy modelling to happen so that all the exciting medieval and fantasy projects can pull quality artwork from a common base. Maybe there already is this kind of stuff available, do you know where? Or maybe there are people out there interested in modelling this kind of stuff. Do you know any? Spread the word!



I'll end today on a coding note. I was working on a layout engine (as part of Vexi, an open source project I lead) and came up against a problem where conversion between ints and floats and back (Java) was causing the assigned space between child boxes to be less than the parent box (box being a layout construct - don't worry about it). The solution was a bit of casting voodoo. I love it. :-)



// casting voodoo to make sure we don't have leftover pixels

diff = child.contentheight + (int)(slack+total) - (int)total;


My attempts to explain that to my girlfriend were a spectacular failure! :-D

Friday, June 22, 2007

New or shiney

The FG forums seem to be experiencing more downtime, which sucks a little. Oh well, such is the risk ya take when using a free service.



There's an interesting article on the state of Linux gaming (parts 1, 2, 3 online with more to come) and, although it covers both commerical and open source games, since the majority of good games on Linux are open source games (ok, that's flamebait, but still...) most of the games in the article are open source. ;-)



Apparently Ubuntu is brilliant for gaming. Good to see people impressed by Free Software, even it's it is running proprietry stuff.



Ok, back to Free game matters, and a 3rd release of irrlamb is out. It's cool to see regular updates to this new and innovative 3D game where you control a sphere and use physics to overcome obstacles and puzzles. I tried it out on my Linux laptop and it both ran well and was fun to play. The graphics are never going to be earth shatteringly great but they don't need to be - the game is simple and the graphics in general are nice and clear and well suited to the game. There are binaries available to download for Linux and Windows. The development roadmap has a few interesting features plus a focus on making it a "fun game" - high scores, level unlocking, the kind of features that give you impetus to play it more.



After a bit of downtime, the VDrift website is back up. The next release will focus on polish - one very well done car and track with a nicer GUI. I think it is a good move and they should set a high standard for cars and tracks included in the default distribution. It will provide motivation for creating better tracks - if it's too easy to get stuff into a game then often the need is not there to keep working on a model once it has reached the "acceptable" standard. Raise the standard, and contribution standards should theoretically go up. Anyway, more information is available on the release planning page in their wiki.



When developing an open source project, there is always a trade off between developing new features and perfecting what you already have. Personally I think the VDrift guys have chosen the right moment to stop working on features and refine what they have done so far.



Which brings me to the title of this post - new or shiney. I think it's fair to state that code can never be both new and shiney. New code has bugs. Shiney code has been refined over time. New and shiney is not a concept that transfers from the tangible reality of goods to the abstract world of programming. New or shiney, pick one and stick at it. ;-)