The trend of environment shaping has reached WorldForge. The building seen above is one static model piece though.
This video makes me dream of an open source Populous3-like. :)
Airrace is a proof-of-concept Application written on top of Aviation implementing an air race game where the player has to pilot a light-weight aircraft through a track consisting of pylons or air gates. Although its written as a test of Aviation and in order to promote its development, it's still a full-fledged game. Currently there are 7 training courses and 5 race-tracks but adding more is a piece of cake.We seem to be talking much about funding lately on this blog.. Well here's another one: the developer of all these wrote "an idea about a community-funded game development project but as this probably sounds like a cheap scheme to profit out of free software please consider reading the full text for the rationale behind it."
I'm therefore proposing the following: I'm starting a fund-raising campaign with the purpose of allowing me to work on this project full-time. The original idea was to quit my job if enough funds could be raised to sustain me for a certain period of time, say a year although the game should take far less that that time to become playable. Still the devil is in the details which include documentation, thorough debugging and different game modes and these take time as well. Anyway I'm currently unemployed now so the plan can be simplified. If enough funds can be raised I'll continue working for as much time as possible on the game full-time. The goal will be networked gameplay and various modes such as duels, dogfights and bomber escort missions. I'm very open to suggestions of course, these are just some preliminary thoughts. If funding goes better than expected everything apart from the minimum I need for myself will be directed towards hiring other people fore side tasks. This may include artists and web-developers for the game GUI and pages. If funding fails I'll just create the core technology as I've done until now and move on to the next project. This is the only alternative if Techne is to be developed further. I just hope temporal restrictions will allow at least that.I like the idea. But it lacks a progress bar. A.. donation widget.. wait, let me run Inkscape..
Q: Is IaSFS in the public domain?
Jason Rohrer: Yes, it's all in the public domain (which is why no license file is included).
Q: Why do you release your games as open source? Why does open source matter (to you)?
Jason Rohrer: I release all of my work as open source because there's no reason not to. People mostly "hide" their source code out of fear, but I think that fear is unfounded. In the game world, releasing source code is almost unheard of, except for decades-old abandonware projects. Long ago, I used to harbor the romantic hope that some other coder would benefit from reusing or at least studying my source code. But over 12 years of releasing all of my source code, that has happened only rarely. Instead, the main benefit has come from making my work as portable and as long-lived as possible. Binaries break eventually as platforms change, and they cannot be repaired. A source distribution can survive and remain functional much longer. My passion for open source has transitioned from idealistic to pragmatic over the years.
So, to all those familiar with the Glest project...
Not familiar? Glest is a popular 3D RTS that wowed the Free gaming scene with it's high quality graphics and polished gameplay back when it was released in 2006.
...it has evolved into 3 distinct codebases, with differing features:
For some good videas of both forks, go to player UltiFD's youtube channel.
My impression of the different development approaches for MegaGlest and GlestAE is that MegaGlest development is driven by a "whatever works" mentality to make rapid improvements and bring more features to players. GlestAE development seems to be based on a much longer term outlook, with most work being fairly significant in nature and few basic improvements.
Both MegaGlest and GlestAE have remained much lower profile than perhaps the efforts of the developers have deserved. Whilst Glest remains popular, and enjoys many downloads due to high Internet profile, there is no mention of MegaGlest and GlestAE on the homepage and only people diving into the forum will discover them.
Lacking features and stability, players who fall away after trying Glest may have stuck around if they encounter MegaGlest or GlestAE, but they are unlikely to ever try them. Hopefully this will change now MegaGlest has an amazing website and will start to gain an Internet profile of its own.
Another issue is the increasing amount of time spent porting improvements between the two forks.
A further issue is that, since GlestAE has features that MegaGlest doesn't (and, to a lesser degree, vice versa), there is an increasing divergence in the modding communities.
Well, the story may yet have a happy ending. After a brutal conflict, with bloodshed, riots, toppled dictators, eathquakes and... wait, I'm looking at the wrong screen...
After much pressing by Internet trolls and well wishers, it seems that a joining of efforts is in the offing.
Even if the efforts do merge, they may still remain separate entities. Reading through the post, there's talk of official liasons between the projects and all sorts. It seems a bit more complicated than you might expect.
There's even a distant hope that the resultant efforts of the GlestAE/MegaGlest merger may result in Glest 4.0 if the community finally takes over the now-abandoned Glest project.
Glest forks (MegaGlest, at leasT) now can have cliffs! This opens up a lot of possibilities when it comes to map design and gives the game a bit of vertical depth, making it look cooler (in my opinion - and I am incredibly cool).
Somebody with a peculiar middle name is making a fully-3D Glest-inspired game called GlestNG - it will use Glest assets but otherwise be completed written from scratch using Ogre3D. Will it ever become playable? Who knows, but it's intriguing nonetheless. So just when two forks merge, another project arises to take the spare seat. Hah!
A completely cool mod Annex Conquer The World (moddb) has been teasingly dangled in front of us, with acclaims already including: "Easily the best Glest mod since the original Magitech!!"
Let's hope it gets released as Free software! ;-)
First, a disclaimer – Bulletstorm is a big, single-player heavy, action game. If your game is different, the observations might not apply. Some observations are shaped by how Unreal Engine 3 works and might not be easily applicable to games created with other engines. Some might be difficult to apply due to technical limitations of an Open Source process – like having to exchange data through the Internet. Without any further ado, here goes.Speaking of development: PARPG is doing an Agile/Scrum-style one-month sprint. This means that the whole team is working towards a handful of goals and that there are 30-minutes progress and planning reports twice a week [announcement]. The main theme of this development month is "Player Character Creation".
Of course this project will continue to progress even if my goals aren't reached, it will be more slowly and limited without but will stay alive !This makes me wonder: how to motivate donations towards open source games (besides making a good game ;) ).
combination of bom+trase |
ProFlightSimulator is an open source stand alone Flight Simulator. As always disclosed this is a split / branch from the FlightGear community and has been set up for a very specific reason. It's different from FG due to the many major changes to the game.This info is placed in Disclaimer/Terms/IsThisFlightgear?.
"we have every legal right to market and sell the software"
"the license we were granted allows for non-exclusive redistribution of the source code or the compiled product, modified or unmodified, for a fee or free of charge."
"While released source code in no way makes it legal to sell someone else's game, it is apparently enough to make scammers think they could get away with it, and that may be enough to discourage other developers from risking it."