Lets see if I can get that figured out without forgetting anything:
In the very beginning I did some C64 Basic and QBasic applications,
most playable was a simple clone of that motorcycle game of the Tron
movie, another thing was a labyrinth/dungeon game, but that never went
anywhere and didn't got finished. All that stuff is available on the
net, but not very interesting for most people I guess:
pingus.seul.org/~grumbel/...qbasic.html
After those I moved on to C++ and coded Retriever, it was meant to be
an adventure game and written under DOS with DJGPP and Allegro, it
never went beyond a little demo in which you could walk through a few
screen, but I am currently recycling a few of the concepts for
Windstille.
pingus.seul.org/~grumbel/...-retriever.png
Closely after Retriever came Vect, a simple vector graphics editor,
that might be used to create the graphics for Retriever. Its kind of
usable, but not exactly very confortable, it again was coded primary
for DOS with DJGPP and Allegro.
pingus.seul.org/~grumbel/...-vect2.png
pingus.seul.org/~grumbel/...-vect.png
Then I moved onto Linux and switched from Allegro to ClanLib, my first
game then happens to be Pingus, a rather straight forward Lemmings clone with penguins, its
quite playable, but to this day not exactly finished.
http://pingus.seul.org/
Sometimes after that I did a tiny little bit work on TuxRacer, nothing
big, just a script for Gimp to make level creation a bit easier, a few
levels and a few bug reports.
The next game that I wrote from scratch was Feuerkraft, it was
somewhat inspired by the old Amiga game Firepower, but not a direct
clone, it has plenty of influence from games such as GTA and Operation
Flashpoint, as with most of my stuff, I never really finished it.
http://www.nongnu.org/feuerkraft/
Feuerkraft on video.google.com
Sometimes in between I did start Advent, which was basically a rewrite
from Retriever. I was trying to give it a proper scripting interface
and make it properly extensible, which Retriever really wasn't. One of
the results was Cosmos, a little demo game build on top of the engine,
due to library and binary incompatibilities it however might no longer
be playable today:
http://www.seul.org/~grumbel/tmp/advent.new/
Then came Freecraft aka Stratagus, a real time strategy engine along
the lines of Warcraft2. Its again a project where I didn't really
contribute much and only joined in rather late. For most part I simply
organize the rename from Freecraft to Stratagus that was needed after
the cease and desist letter from Blizzard, I picked up the bits and
pieces, did a new webpage and some stuff like that. I didn't ever
touch the engine itself.
http://www.stratagus.org/
In the follow up of the Stratagus rename came Robovasion, it was meant
as a little demo game to show that Stratagus can be used for other
games beside Warcraft2. While the basic design got quite finished, it
never got properly implemented due to some missing core features in
Stratagus. Since in the meantime there followed other games that made
use of Stratagus as an engine there soon was no longer a need for
Robovasion, so it never got finished.
http://www.nongnu.org/robovasion/
Construo is again a project I started myself and did most of the
coding. Its a simple particle+spring engine/editor, the game doesn't
have any goals, its more like LEGO bricks where you can just toy
around with and build your own stuff. Its one of the few games I did
that ever become fully playable, its not 100% feature complete, but
what it does, it does quite well:
http://www.nongnu.org/construo/
Sometime after that came Windstille, it started as a little recreation
of Turrican style gameplay, but soon moved on to became something very
different. A little demo with Turrican style gameplay was however
released:
Windstille on video.google.com
netPanzer was kind of interesting, one day I got a email of one of the
original creators who asked me if I had some use for the code in
Feuerkraft, since Feuerkraft was a 2D action game, not a stratagey one
I declined. Since the netPanzer project didn't went anyway after a
year I contacted them again if they still want to do anything with the
code, they agreed that it would be ok to OpenSource it and so I build
a little webpage and announced it on happypenguin.org. Soon after the
announcement was done some people picked it up and ported it to Linux,
I again didn't really touch much of the code, but simply did a bit
organisation here and there.
http://netpanzer.berlios.de
A while after that Happypenguin GoTM was born, it was a project meant
to pick every month a open source game and improve some key aspects
of it. We started with SuperTux and joined an already ongoing effort
to bring the old SuperTux into a clean shape. I did most of the
graphics, some code and around half of the levels of the reborn
SuperTux Milestone1.
http://www.happypenguin.org/forums/viewtopic.php?t=1243
http://supertux.lethargik.org
After SuperTux was done, some people moved on to TuxKart, we didn't
manage to turn it into a playable game and had to fork it due to some
issues, but plenty of new graphics got done and some unfinished
improvements where done. A while after the SuperTuxKart code was
picked up by some other people and the project is quite alive know
gain:
http://supertuxkart.berlios.de/
Then GotM picked LinCity and we gave that game some new graphics and
user interface, I modeled most of the 3D buildings, while other people
worked on the code and interface graphics. The project got mostly
finished, however I still consider it a failure since one of the key
problems wasn't addressed, namely the game still misses a proper
tutorial and some game elements just don't make any sense.
Windstille also got picked up by GotM, while we didn't manage a
release, it got a large over vault and its the game that I am
currently still working on. Beside from that I am also a little bit
working on getting SuperTux Milestone2 done.