Archive for the ‘mode-multiplayer’ Category
Given the often quite small online communities around FOSS games, one has to become creative on how to keep players and attract new ones. Regular tournaments are one of those good ideas, albeit one that is a lot of work organizing.
One of the games that is still struggling to attract a stable player base is Unvanquished, even though the game is based on Tremulous and thus quite well developed game-play wise.
|Don’t hide from the Aliens|
However for those complaining about it being the “same old” just with fancy graphics, they have implemented an all new resource and base building system, which will be also used in the tournament! To quote them:
Your tactics may need to change to compensate for this, but you can always test out the new gameplay on our development server beforehand, as well as by attending and observing our weekly development games on Saturdays. An explanation of the differences between our gameplay and the classic Tremulous variety will be explained in a helpful guide that we will provide to you shortly. Most notably, camping is no longer a desirable tactic, and map control is the new focus.
|They said “no more camping” !”§$%&/!!!|
So where can you learn more about this tournament? Well follow the previous link The event will begin in the middle of July, with the first matches held on the weekend of Friday, July 19th through Sunday, July 21st.But if you manage to pass those rounds, you will have to plan for some matches on the following weekend too.
Registration starts on the 1st of July and you will need at least 3 other people on your team. I would naturally suggest a FreeGamer team, however due to my current bad internet connection, it is sadly not possible for me to join. But I hope some of the matches will be recored so that we can cover them here on the blog too
After an agonizingly long wait, I am happy to report that a new official release of the premier FOSS arena FPS Xonotic is available to the masses.
Here is a nice (but slightly older) game-play video for those not having played Xonotic yet:
Changes are quite extensive compared to the last official release… most notably an extensive update the the CTF mode, some neat additional features for competitive gaming and an assortment of great new maps.
|New maps in Xonotic 0.7|
On the technical side of things, the engine DarkPlaces got quite a few performance improvements (mainly due to the fact that the creator now works at Valve software and thus has direct access to Nvidia’s and AMD’s graphics hardware divisions) and that an all new script compiler is now in use. That it runs on SDL 2.0 might also increase it’s usability a lot for some.
There are also finally an animation bending feature for the player-models and creation of new characters has never been easier now that the iqm format is used.
You can comment on this release over at the Xonotic forum release announcement thread (or of course here in our comment section).
Also check out these two still under heavy development mods for xonotic:
- Overkill is a mod that attempts to combine the best of minsta gameplay and TDM/CTF. It also has some nice vector shaded new weapons and player models.
- DotC is an DOTA like but in 1st person view type of mod.
Last but not least, the awesome all new level editor for quake based games, Trenchbroom is making great advances and should soon allow easy mapping for Xonotic out of the box.
P.S.: If you have a really fast Android device, you can also try to run Xonotic on it via this newly fixed DarkPlaces port. Just don’t expect to be able to compete online with touchscreen input :p
|One of the new level themes for Hedgewars 0.9.19|
The changes are quite extensive, so instead of failing to summarize them here, check out the above linked quite extensive original release announcement.
You can also have a look at this fan-made trailer if you enjoy cheezy stuff
Here is another post about a project I found in the far ends of the internet (“here be dragons”), but which seems really promising never the less.
But first of all a disclamer by the original creator:
The screenshots you are about to see are not yet an eye candy, they’re rather to be seen as a ‘proof of concept’ with lots of crappy placeholders. Work so far has mainly been done on the internal mechanics of game handling such as object interaction (player can carry gun which again can ‘carry’ a mag and the like), realistic calculation of trajectories, hit testing etc.
All there is so far is a thread on the Irrlich forums (with a few more details and development screenshots) and sadly the main developer seems to be bogged down by “real-life” ATM. But it seems like a worthwhile project to support.
Oh and get this: it is developed primarily for Linux
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.
- 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:
|Defending your outpost in Shunned Survivor|
In the genre mix between MMORTS, city building, economy simulation and tower defense game, you control an exiled human, with the apparent goal to get back to earth.
The interaction with other players is quite indirect. You can attack other player’s bases and win the “data” resource this way, which you need to perform “research” actions. However, defeating a base does not change it, you simply get the reward and can attack again.
While researching, however, you need to perform in a tower defense minigame, during which your defensive towers can be destroyed. If you succeed, the research was successful. If not, you have to enforce your defenses and try again.
Even though quite a bit of the gameplay time is spent on waiting for resources to be generated by the various resource gathering buildings, I find this game very entertaining and highly recommend you to give it a try.
|SNiS Engineering screen|
So this game (when it becomes a game) is very much inspired by Artemis Spaceship Bridge Simulator
See: artemis.eochu.com The idea is you have a game which is played much as the actors in the Star Trek TV series played their roles on the bridge of the Starship Enterprise. There are a number of “stations”: Navigation, Weapons, Science, Communications, etc. and each player assumes that role. Each station has it’s own laptop or other computer which communicates via network to a central server which simulates the game universe. So it’s kind of a cooperative multiplayer network game… No reason not to have multiple teams in multiple starships inhabiting the same server/universe either cooperating or doing battle.
Mine is different than Artemis Spaceship Bridge Simulator in that it is:
Probably uglier (lol).
Probably more scalable (yay vector graphics.)
Not even close to finished.
I have outed myself previously as not a big Minecraft fan, so take everything in this post with a grain of salt (as I obviously don’t really understand that genre).
Anyways… recently this sub-reddit for open-source games was pointed out in our forums, and while it isn’t really as lively as others (for example the Linux gaming one) it pointed out an new project called Iceball:
|Pre-alpha Iceball screenshot|
Now maybe the graphics are lacking on purpose (see disclaimer above), but I couldn’t help to think: why for f***’s sake did they have to reinvent the wheel with their own engine instead of using for example Terasology:
Ahh well, at least it made me aware that Terasology is still very much under development, and with its focus on DungeonKeeper & Dwarf-Fortress elements, it might actually become a game I would play (and doesn’t make my eyes bleed :p ).