The website mentions a fully open-source release at the end of this year, so I am rather intrigued what they will come up by then!
Archive for the ‘3d’ Category
(Yes, that is a rather thin common ground to combine these two news in one post ).
The reports of my death have been greatly exaggerated!
Because it looks like development was not only resumed after the earlier announcement of a project hold, but even increased in pace
Anyways, here is a great video:
And the other one is for “FreeGameDevs”:
And as they say: good things come to those that wait, and things are better late then never… so I am happy to also report about the Octaforge 0.2.0 beta1 release.
This friendly fork of the Cube2 engine, brings an impressive list of new features on the table, and should once it becomes more “production ready” be a strong contender for the easiest to mod FPS engine out there!
The really nice looking modern warfare mod for 0 A.D. is steadily improving:
|Rogue Republic’s Russian buildings|
With hope of finding a proficient 0 A.D. coder
For 0 A.D., Erik Johansson steps down from project leadership and Michael D. Hafer assumes that role.
In Unknown Horizons, Nightraven steps back and Kilian fills the project management role.
Leadership in free and open source game projects is an exciting topic with much opinion about which style will lead to a successful game – whatever the subject’s definition of “success” is – and too few examples to make objective statements about it.
Are you following any specific projects and their leadership structures an want to comment on these? I must admit that I am out of the loop with many, many projects, although I am pretty sure that for example Flare, NAEV and Valyria Tear have (successful) Benevolent Dictator for Life style leadership.
On related note: FIFE (the isometric 2d engine used by Unknown Horizons) moved to GitHub.
Great news from the people behind the idTech4 powered stealth FPS The Dark Mod: They are making great steps to leave their Doom3 mod legacy behind and a standalone version should not be all that far from now.
|New The Dark Mod replacement artwork|
You can follow the progress here on their forums, and maybe you can also give them an helping hand.
Interestingly there are two other recently updated Doom3 mods, that could easily fit in as The Dark Mod mods, e.g. going stand alone with The Dark Mod’s help.
The first one is a Hexen remake, called Hexen: Edge of Chaos:
Sadly both of them use proprietary themes (and one could even argue that The Dark Mod is borderline infringing on one too), but I am still looking forward to try out these nice community creations once they become stand-alone!
In a pretty surprising move the source-code of the idTech3 based games Jedi Knight 2: Jedi Outcast and Jedi Academy were released under the GPL by Activision and Raven Software. You can find the original source drops here and here.
The content is obviously still propitiatory (e.g. you need to buy it), but some people have already plans to upgrade the source as OpenJK (most likely back-ports from ioQuake3) and make a Linux version most likely.
Would be also cool if a nice stand-alone FOSS 3rd person sword-fighting game would come out of this… but the detailed player animations will likely be the biggest road-block.
Ahh well… and since I hate posting something with no pictures or videos I include the pretty nice new Flare 0.18 release:
It includes some pretty nice new features too:
- 10 Equipment Slots, up from 4 (and easily configurable)
- Starting “Class” choice (beginner’s power/item kit)
- Environmental/Ambient Sounds on maps
- Much improved handling of Animations, Effects, and Sounds
- New Powers: Stealth, Traps, Thrown Weapons
- New Item Bonuses: XP gain, Gold Find, Item Find, and more
- Improved support for various input devices
- Two new starting quests
That’s all for now
Also pretty cool is the new OpenMW 0.22 release, that finally features player and NPC animations, and thus starts to look more like a functioning game:
Other unrelated news:
- To progress on their standalone version, the developers of The Dark Mod are looking for support in their sound department mostly.
- That non-stop programmer “TheDushan” has started porting the Torque3D engine to Linux. Pretty amazing progress if you ask me
- Vanity items and improved colours: dress up and frag with style.
- Visible legs in first person: know where you are kicking and parkouring.
- New and revamped maps: bringing you even more variety.
- Better viewing: level flythroughs, improved third and first person cameras.
- Better menus and other HUD elements: easier to see and read at a glance.
- New weapon: Mines add a new dimension to the existing gameplay.
- New mode: attack and defend in Gauntlet, competing for the most laps.
- Automatic demo recording: for those times you just have to watch it again.
- User Accounts: donate or contribute, and wear the in-game supporter badge.
- Improved weapon balance and gameplay rules, bugs fixed, and much more.
Especially the visible legs in 1st person view add to the parcour movements and overall the game feels much more “complete” now. Here are some impressions of a bot-match I had earlier on:
The bad news is that we missed Xonotic‘s third birthday, but you can still congratulate here (where you can also read about some pretty cool updates to the game). To celebrate it, kojin made a nice frag movie:
Some of you might remember Mega Lo Mania back from the days when you could be amazed by PC speaker voice output… so if you spend way too much of your childhood playing that game (like me) you should probably stay clear of the FOSS remake called Gigalomania!
|Gigalomania now using LPC sprites|
As the creator recently stated, it now uses the cool Liberated Pixels Cup contest sprites, but there is still the need to replace the castle graphics with nicer ones. Maybe *you* can help out with that?
On a related note, the LPC coding results are finally in, congratulations to the winners! I hope Bart will make a nice review on the quite awesome games here on FG soon.
Other recent updates not to be missed:
- Today a new Alpha 13 of Unvanquished was released, marking the one year aniversary of their first alpha release. As usual it comes with a bunch of new nice features and fixes.
- You can now download automatic snapshots of the development version of Megaglest. And there seems to be finally some progress in updating the graphic capabilities of the engine.
- O A.D. continues to amaze with news updates about development progress and music creation.
- And last but not least: the awesome Xonotic mod Overkill now has a website!
That’s all for now
I guess I should take a few paragraphs on this article to explain my stance on crowd-funded game projects. I’ve always been turned off by most Kickstarter game projects for a very simple reason: after personally inquiring a plethora of developers on their stance for Open-Source and Free Software, I was generally met with negative replies, half-baked excuses, bitter retorts or complete silence.
Now, although I recognize it is every developer’s right to pick the license and the conditions for the usage of their own work, it strikes me as a very odd attitude for people engaging into crowd funding projects to be so unwilling to provide any other warranties to their prospective backers and future customers other than “we will make this happen if you give us enough money”. From this point, let’s make something clear: pledging on a crowd-funded game project isn’t exactly the same thing as buying a video game. From the backers’ part it’s an investment and a risk. It’s about depositing your faith on other peoples’ words, in hopes they will eventually deliver what they promised. When you buy a game, be it good or bad, you at least know that you’re dealing with a finished product. When you pledge on a crowd-funded project, completion is only a possibility regardless of the campaign’s success.
So, in my personal opinion, I’ve always thought crowd-funded game projects should strive to provide the level of trust they request from their backers. In this case, that means allowing people to have access to the game’s source code under a permissive / Free Software license, preferably starting right at the end of the campaign. Why? Simply because that allows for a tighter control of what’s going on in the development backstage, and will allow every contributor to provide better feedback on the work being done. Raw engine code also gives backers something that can eventually be picked up and used for other personal purposes, if the project happens to fail for some reason.
With that said, let’s talk a little about this project, which is, after all, what lead me to write this post. Asylum is the brainchild of Agustin Cordes, the Argentinian developer behind Scratches, a horror game that managed to get some degree of attention way back in 2006. The project aims to create a Lovecraftian-inspired horror point-and-click adventure game that will focus on an intense and immersive atmosphere, followed closely by engaging storytelling. From the trailer and screenshots provided so far, it seems like a rather professional endeavour, but for me the most pleasant surprise, was that the developer’s in-house engine, Dagon, will be Free and Open-Source. On top of that, Cordes himself actually took the time to explain why he believes the engine should be free, and how such a decision aims not only to help preserve Asylum for future generations, but also to empower other indie developers by providing an open platform anyone will be free to use.
Since there is no information available about specific licensing on the project page, I actually went on to ask the developer about which specific license was being used for the Dagon engine:
Me: Hello. I have one question regarding Dagon. You already stated it’s going to be free and open source, but exactly under which software license are you going to release it?
Agustin Cordes: Hi! We’re currently using CDDL but I’m expecting to re-license with the more popular MPL 2.0 very soon. Cheers!
Me: Fair enough. Do I have your permission to quote this conversation in a news blog about Free Software gaming?
Agustin Cordes: Absolutely!
“MPL” referring of course to the Mozilla Public License, which despite not being a strong copyleft license, it is both Free Software and GPL compatible. So perhaps Dagon can motivate a new generation of graphic adventure lovers to innovate upon the work started by Asylum. We can only hope future Kickstarter projects and indie developers adopt a similar perspective on Open-Source development.
With little less than a few days to go (I’m ashamed to say I only heard about this project very recently), Asylum is already fully funded, but if you still wish to contribute to this genuinely FLOSS project, or simply purchase the game for a special price, you still have a chance. Extra funding goals have already been set, and some additional rewards may also seem worthy to you.