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Showing posts with label genre-spacesim. Show all posts
Showing posts with label genre-spacesim. Show all posts

Winter Shorts 1: Word War Vi Laser Edition, Space Nerds in Space

SNiS Engineering screen
Stephen Cameron, one of my personal heroes of game development (Be The Wumpus), made Word War Vi support color laser projectors using the openlase library [blog post].


Another project that our forum users were allowed to follow in this thread is Space Nerds in Space:

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:
GPL'ed.
Linux/gtk
Probably uglier (lol).
Probably more scalable (yay vector graphics.)
Not even close to finished.


It will probably be a while until I'm in a room with enough Linux users to test play this game but when the time comes, I shall be prepared!

Scavenger: Atmospheric Open Source 2D Space Exploration


Image: Scavenger in-game credits

Scavenger is a simple space exploration game set in a large debris field, created by Fiona Burrows in December 2009.

It is polished, very atmospheric and expresses a subtle sense of humor inside item/object names.

Scavenger was voted 2nd place in the "overall" category at Ludum Dare 16 (48 hour dev jam). It recently was released in a github repository under MIT license (both code and art!).

The code is written in Python and runs on Linux, Mac OS X and Windows.

Video: Scavenger

On her blog, Fiona writes about her development process:
  1. Pick a simple idea and roll with it.
  2. Never leave an unfinished feature.
  3. If anything can be polished then do it - If an animation can be added to something then do it, if a small particle effect can be added here then do it.
  4. Don't stress over running out of time. When it doubt, pretend this was the plan all along.

Winter Shorts 2: Wizznic! Mouse Input, Me and My Shadow New Look, Epiar Cleanup, GemRB Platforms and Games

Wizznic!

Wizznic! supports mouse & touchscreen. [Video] Code available on GitHub.

MeAndMyShadow

MeAndMyShadow 0.2rc1 is out. It features tutorial, in-game help, a new default visual style and an improved editor.


Epiar 0.5.0 has been released:
  • UI clean-up
  • Expanded missions system
  • Sound and music additions
  • Main menu
  • Editor greatly expanded
  • Misc. bug fixes
GemRB logo

GemRB 0.7.0 was released recently. Their wiki received a clean-up as well. The engine re-implementation runs on Android and iOS. BG, TotSC, BGII, ToB, IWD and HoW can be played start to end. Some features are missing and there are some new features too.

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 Mönkkönen 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.

OverDose on Free Software


OverDose is pretty


What is OverDose? Edit: correct link


OverDose is a Multiplayer team objective based game with online and offline play. Two sides, Earths Confederate Marine Corps. and the evil alien Marauders, battle for control of locations on Earth. Based in a first person, the two conflicting teams must battle not only each other, but large open terrain areas. Every class has his own strong and weak points, but every class is a vital role to the game.


On a technical front, it uses a highly evolved Quake II iD tech 2 engine which renders better than Doom 3 iD tech 4, as evidenced by this video and that video. The gameplay sounds quite good too.



FlightGear


FlightGear 1.9.0 got released. The actual announcement is buried in the mailing list. (For those fortunate enough to have never experienced it, the Sourceforge list archives are about as user unfriendly as you'll find, so you should appreciate me having found it! This release is a major overhaul of the graphics code, FlightGear now makes use of the
OpenSceneGraph library, and work on this has been going on for 2 years, since well before the FlightGear 1.0 release. Some highlights include dynamically configurable 3D Clouds, wingmen AI, particle-based rain, read the announcement for more.


SuperTuxKart 0.6 is out, hot on the heels of 0.6rc1. Here's a video showing some STK gameplay and some of the new levels. Given the level of activity, I'm optimistic that we'll see STK 0.7 this year (prettier graphics, better features with Irrlicht replacing PLIB) and that it'll be really impressive. There's still some level design work to be done though - the new levels are significantly nicer looking compared to the old ones you, the contrast stands out to me in this video.




Generally pygame entries are a bit naff. There are, however, a few nuggets. Like this World-of-Goo-inspired sandbox, the Gauntlet-style zombiefest Plague-like (pygame entry) or this interesting looking RPG engine Dead Creatures Rising (pygame entry). Still, it really needs a rating system to sort out the wheat from the chaff because there is far too much chaff to wade through these days.


L-echo, an open source implementation of the popular game Echochrome, seems to be coming along nicely. Version 0.4.1 released recently. Here's a video of l-echo in action:




Did I mention Naev before? Doesn't seem like it. Anyhow, it's a 2D space RPG in the mould of Solar Winds (like anybody actually knew what that was, other than me). It looks nice, but the controls take a bit of getting used to. You'll need to have a longer attention span than me if you're going to be able...


I wonder if we'll see an executive order closing down Windows. It's like a virtual detention centre where open source [game] developers are subjected to unspeakable things when forced to support it. On another note, I got to OverDose via the Haiku website. Perhaps Haiku can be a future gaming platform? I wonder if that skinny guy with a funny name even knows what Haiku is?
 
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