Showing posts with label article. Show all posts
Showing posts with label article. Show all posts

Developer Interview: Lips of Suna: What do you get when you mix Rogue with a dash of Minecraft, Steampunk, Cooperative gameplay, and a generous helping of tongue-in-cheek humour?

According to FOSS game developer and Lips of Suna project lead Ari Mustonen (aka Nekotaku, amuzen) the answer is the perfect, intelligent, witty, dungeon crawler. As luck would have it he, along with the Lips of Suna dev team and supporters, have set about the monumental task of realising this vision, reaching a major milestone yesterday with their 0.2.0 release.



For players, Lips of Suna, or LoS as it's known, is a cooperative online, persistent dungeon crawler/RPG, with deformable terrain, procedurally generated dungeons,seamless gameworld, actual player skills instead of leveling, and witty storyline giving the the player and any friends online the opportunity to do battle along side the world's five races as they descend into the depth of the dungeons of Suna to save their world. Unlike a lot of other RPGs/FPS of various flavours success will really depend on knowledge, cooperation, strategy as well as skill.












The Freegamer team caught up with Nekotaku yesterday:





FG: The obvious question, of course, is why FOSS?


Because it's fun and convenient. The FOSS game development circle is somewhat small and fragmented but that and people generally being friendly and open-minded makes it easy to get into it. You only need to play by the few simple rules and you're a respected member of the community. You can host your project for free on a number of open source development sites, you can borrow useful code from incredibly many projects, you sometimes get free coverage on some popular sites, you can get lots of new users with next to no extra effort by getting packaged by Linux distributions, and so on. All that just because you're FOSS. It's a great choice for a hobby project even if you're not into the ideology itself, I think.


FG: LoS has gone through a lot of changes and re-iterations over the years, what is your overall vision for LoS; what would you like to achieve and how has this changed from the original vision


The grand vision when we started the project was to develop a manga style cooperative multiplayer RPG that had no experience levels or other character progression mechanisms. We wanted to have fun time making a game that one can pick up at any time and play with one's pals or some random people without having to worry about being rejected due to not being in the same level with others.


I think that the core concepts still stand strong but the details were horribly blurry for the longest time. The grand vision itself is easy to set in stone but guessing how things will fit the big picture and work together in the more detailed level is challenging. Quite a few smaller ideas have been amended on paper as it has become evident that they won't work as is. There have also been several occasions when an idea already being implemented, despite sounding good on paper, turned out to be so infeasible that it required major changes or had to be ditched entirely.


FG: You have implemented a lot of rather cutting-edge technologies in the LoS engine; how has surfing the cutting edge treated you so far and what new tech would you like to see gain traction?


I'm not sure if any of it is really that bleeding edge. The graphics code is probably the closest to it, though since the graphics hardware I target is already one generation behind the capabilities of the graphics card I have, it hardly feels like that. Most of the things in other areas have been done before too by other games.


Lots of things I did were new to me, though, and I had lots of fun researching and testing them. Especially in graphics programming, the newer things tend to be very easy to use, to the point that I actually regret not going for OpenGL 3 earlier. For example, implementing hardware accelerated skeletal animations only took one day to get working. There's a number of nice features that help you speed up the graphics code while actually making it simpler.


I don't know if other projects should bother much with the fancy new technology. On the other hand, when you have modern graphics card, it would be nice to have games with pretty graphics but on the other I'd rather like to see games focus on the basic gameplay and the content rather than some engine features. However, if you're interested in the new tech, I think it's not a bad idea to dip into it a bit, learn something new in the process, and implement a couple of things that your game can use.


FG: What is your vision of the future of FOSS gaming? Where would you like to see it go, and where do you think it will actually end up?


I'd like to see FOSS games explore difficult and controversial subjects more instead of obsessing over moral and political correctness. I think one of the great things about games is that you can experience harmful and disgusting things without real harm. However, FOSS games offer nothing to people who crave for such experiences since it's all but impossible to even find a character who says "fuck" or to hear a dry mention of sex, much less to see the real deal.


I think FOSS projects generally have a great sense of professionalism and want to look very organized and serious. The ideas tend to be traditional and tame most of the time as well. Even though I'd like to see fresh and radical ideas for a change, I doubt it's ever going to be commonplace. People make the kind of games they like themselves and organize their projects to benefit their own needs. Career motivations and maintaining a neat public image of oneself are big factors so it takes a lot of courage and nerve to radically defy the status quo.


FG: LoS has a rather... unique... sense of art direction. Are there any specific inspirations design wise in that regard, and how do you think it has affected the development process?


The project was founded by two regulars of a tiny anime and manga community so the choice of art direction was pretty obvious back then. We never concerned ourselves about whether the mainstream would like the style and what they'd say if they didn't. It's just me now but I still don't let the external pressure limit the artistic freedom.


Actually, there's no external pressure to speak of. Everyone in the FOSS circle is so timid that you can go for years without anyone being able to find the words to bluntly say that nudity and panties offend or intrigue them. As long as you have thick enough skin to ignore the regular trolls, you could easily be even more blatant without any meaningful consequences.


Over time, the art direction has been affected a bit by a couple of other games, such as Oblivion and its mods. It's eye-opening to witness someone make the skimpiest armor and others not only not complaining but rather endorsing it hundreds of times and downloading tens of thousands of times. I think people with a more adult taste are a legitimate target audience for a FOSS game, and an easy one even since there's no competition at all.


FG: LoS has it's own custom written 3d and game engine, whereas there are loads of open source engines of all shapes and forms already in existance. Why did you choose to go this route, and would you do so again if you where to begin a new game project?


Learning new things as I develop is a big factor to me and graphics programming has always intrigued me. I think the biggest reason why I chose this route was the educational aspect. Researching all the new techniques and learning the ins and outs of different rendering techniques has indeed been a lot of fun. Studying and testing all the different things took quite a lot of time but the 3D engine code itself is only a bit over 9000 lines of C code currently. Writing that with the knowledge I have acquired wouldn't take very long so I think it'd depend on circumstances whether I'd write my own engine for any future project or if I'd use an existing engine.


Using an existing engine isn't always so easy either. If you have a very specific list of requirements and some of them are less common ones such as dynamically changing terrain, heavy use of paged geometry, and modifying meshes on the fly, it's hard to tell if any given engine will fit your needs and if it doesn't, how easy it'll be to add the required features. Other factors such as uncertain requirements, ease of integration, quality of documentation, complexity of the code base, and so on can also significantly impact how well the engine will work for you.


I use quite a few libraries already, though. ENet for networking, SQLite for saving and loading data, and Bullet for physics, for example. The smaller libraries are easy enough to use but Bullet is giving me a lot of trouble and I'm afraid that doing things such as collisions responses for the terrain properly would require doing something unsupported such as implementing your own collision shapes. It's quite a pain and terrain physics are quite broken as the result.


I don't think there's one right way to sort out the engine. If you think that you'll have more fun if you write the engine code yourself and you'd like to take the time to write an engine that solves the problem well, write it yourself. If you don't have interest in engine development and don't mind some rough corners getting on the way of development of the actual gameplay and content of the game, use an existing engine or glue several libraries together to make one. Whichever route you take, it'll still take several years to complete an ambitious project, I think.


FG: Terrain deformation, has become fashionable, through Minecraft's arrival (1 million units sold and all that).. We understand that LoS will feature deformable terrain, but work was done far prior to the Minecraft craze. What were your inspirations and in what areas in the game is terrain deformation used?


I think Nethack was the original source of inspiration. The idea was to support mining in a similar fashion, but in 3 dimensions, to allow players to move more freely and gather resources in interesting ways. Since then, Dwarf Fortress has done good job at utilizing the third dimensions and, judging by gameplay videos, Minecraft seems to have a lot of interesting ideas too.


I think 0.2.0 is the first time LoS has had any real success with voxel terrain. The previous iterations had serious scalability and usability issues but it's finally getting to the point that you can have a full-sized map without the game crawling to halt, and you can do something useful with it. Getting it to work has been quite an exercise of trial and error and finding compromises and it still isn't quite there yet.


FG: You and other projects such as 0ad have chosen to get playability and enjoyability in sooner rather than later. What are the advantages and do you reccomend adjusting development cycles for all FOSS projects? 


This may be an accurate statement in the grand intergalactic scope but from my point of view it took a long time until the actual playable bits started to emerge. I feel that LoS is actually the opposite since it wasn't much more than an engine technology demo until late last year, which is when I decided that the internals were good enough to be able to support the game. I think it'd be more accurate to say that LoS has simply chosen to get playable.


However, I do think that you should aim for playability as soon as possible, especially if you want to have contributors or have existing team members and you want to keep them around. If you're already working alone and don't have a lot of faith in your recruitment skills, it might be the same to get the most disruptive internal changes out of the way now when no one's around to get affected by them.


The timing can vary but you need to decide at some point that you're making a game rather than an engine, a technology demo, a portfolio or something else. Some genres are more forgiving about it than others but I think that at least content heavy game types and games with complex game mechanisms will never get done if you don't consciously start focusing on content and gameplay. RPGs are particularly nasty in that respect since with the engine alone you just have a fancy walking simulation and the interesting stuff is all content and intricate game mechanisms put together.


FG: 3 years of development is a long time, and you were involved from conception through the hard initial periods of coding without much in the way of tangibles to demonstarate and gather contributions with, through to to geting to the stage where the project is taking off. You would undoubtedly have garnered some insights on avoiding the slings and arrows of FOSS development. Any tips for FOSSers at the beggining of that journey?


This is probably the most useless tip ever but projects die when they're killed. I'd say the biggest factor determining how successful your project will be is how much and for how long you work on it. An hour or two of useful work per day with no end keeps the project healthy and eventually leads to success, whereas affairs with the opposite sex and other real world phenomena increase the chance of failure.
.
Now, following from that, I think that you as the developer are the primary audience of your own game. If you design the project so that you will love to work it for years to come, it's more likely to be a success than a project that's designed to appeal to the largest possible audience but the developer isn't ecstatic about it. This is because the former will probably finish whereas the latter will likely die when the developer loses interest.


FG: Who would you like to thank?


#freegamer for wasting so much of my time with all the interesting discussions and for allowing me to waste your time with random status updates and pointless rants





The LoS development comminity is a very accesible place with no formal obligations or requirements where people can come and contribute with feedback, 2d/3d art, music, scripts or code in whatever areas of the game they feel like. So head over to their forums, and visit their wiki.

Oh my God-it's full of stars!: Free and Open Source procedural space sim round up (a la Infinity or Elite)

"The thing's hollow..it goes on forever..-and--Oh my God--it's full of stars!"
Bowman's memorable utterance in 2001 A Space Odyssey encapsulates perfectly the way the space and its' exploration resonates with the imagination and nothing encapsulates the experience of stepping out and living amongst the stars as well as David Braben's immense procedural opus, the Frontier Elite/Elite series of games.

The Elite and Frontier Elite series left a long shadow, inspiring academic work in procedural generation (see vterrain.org) but towering over countless emulation attempts, for both the depicted universe (space and surfaces of all objects on a scale of light years, to meters) procedural gameplay (location/assets/mission/incidental event combination, with a full range of mission types), interaction (action based reputation, politics etc.). Although a lot of academic work was done, like with a lot of areas of game development, not much in the way of actual realisation was ever done (a genre of space sims emulated a fraction of the scope of the game, often using large FPS style rooms with space/planet wall paper). There were a few foss/indie projects (Oolite, FFEd3d, Ad astra, Evochron series) that attempted to follow.

Recently with the advent of very powerful hardware ( just begging for realistic procedural simulation) the I-Novae engines indie creator decided to implement a procedural universe, with stunning results (see here and here for motivation), and the proof of concept has further stirred opensource attempts. I-Novae people are mainly focussed on an MMO, which largely gets around interaction/social simulation in a by replacing it with standard MMO player-player interaction mechanics.

Which leaves a large empty space for commercial, indie, or most importantly FOSS singleplayer games, as well as, and much more interestingly, a chance for FOSS to produce the standout significant modern game in a genre first.

The procedural space sim bug has resulted in quite a few FOSS projects, often the result of a single founder's inspiration, occurring independently and in isolation, and subsequently attracting some attention from the community:


Pioneer:

(Download, more recent v7.5/Source/Forum/Screenshots)
Most developed procedural planets (along with Spaceway). New sim, released online by Tomm Morton (creator of glFrontier), and associates, and whose development has avalanched a bit. OpenGL 2.0, lua/c++, all bodies spin/orbit around each other, scriptable procedural models, economy/life/missions implemented but require fleshing out, procedural cities/ground vehicles etc. mean FPS/RPG/air/ground stories/gameplay of sci-fi tv franchises like Star Wars/Star Trek/Doctor Who/BSG/Babylon 5 (and game worlds from books) etc. can be potentially recreated therefore also of interest to franchise modders.

There is a weight/substance to planets when viewed from a distance which is not even present in Infinity (as far as youtube vids show). Probably a combination of not looking plastic-y due to phong-like lighting model/strong specularity and planets having a realistic radius allowing you to be reasonably distant and still see the planet stretch away despite turning a lot.




Note: all screenshots are from earlier versions of Pioneer, and the graphics have improved even more since then.


Spaceway:


(Download/Screenshots) Virtually identical specs to pioneer, has procedural spaceships half implemented, no life/cities yet. Created by FOSS Orbiter's oglaclient author Artlav and shares some code with it. Intended to be a procedural replacement for orbiter he is looking at a game as well. Sourceforge says GPL license. Code not released yet as apparently he is waiting until it is cleaned. Good atmospheric scattering. Many galaxies simulated.






Titaniumart's Planetary space:


(Ogre thread/Screenshots) More speculative, long presence in Ogre forums, where they have mentioned it will be opensource, and a procedural 'snap-in' will be released, potentially allowing FPS/RPG devs to incorporate procedural terrain easily. Due for a tech demo soon.




Vegastrike:


(Download/Source/Forum/Screenshots) Have recently started looking into procedural planets. Mostly included here for completeness.Features a large procedurally generation universe, with economy/empires/wars simulated. Multiplayer/modding community. Released version is years behind, and graphically of a previous era, looking for a coder to port to Ogre.


Project Simerge:


(Code) Windows/Linux support. Inactive, but code may be of some use (Sourceforge shows 5 week old commits, thanks Charlieg). A partly completed procedural sim, the developer released code under GPL3 and is considering a seperate closed source game. Working prototype.Building interior support.



FOSS tech demos/source:

Sponeil.net: Windows/Linux.
Various tech demos, including planet/volumetric cloud generation.

Galaxy Engine: (Download/Source/Ogre thread) Procedural planet tech demo.

OgrePlanet: (Source) Another recently started attempt..

Foss clones of Elite series exist (not modern, as they are the same game essentially, but..) e.g. Oolite: Elite remake as for a long time gameplay just was not available elsewhere. Planets etc. nowhere near upto pioneer/spaceway standards.





It strikes me that development of so much software so identical in spirit, scope and vision, is precisely the type of duplication an open and social philosophy like FOSS seeks to prevent. It should be possible for projects to list their particular requirements to see if a framework for a space sim engine cannot be created that allows overlapping areas to be developed in a way that avoids duplication (especially considering the drought of programmers in FOSS space sim communities like Vegastrike, Freespace open etc.).

If there is software, stats, or facts that would be relevant please feel free to note in comments.

How to Advertise your FOSS game

Have a nice new FOSS game that no one knows about? Make it known through these (rather obvious) tried and tested ( not really ;) ) methods:

Forums


A Delicate Balance
Make a nice generic post with a couple (not too many!) screenshots, relevant links etc. Also, remember to stick around and answer questions and generally contribute to the forums you are posting to, you don't want to be a spam bot ;)

Post on the FreeGameDev forums! Fastest way to get an article on the blog, and a bunch of helpful people willing to give you a hand with development ('' previous parenthesis ;).

Linux Distro Forums: Always a safe bet (links go to relevant gaming sections)



Propaganda


0A.D. video posted in 2007 that still attracts players

Make Video for Advertising goodness! Videos > Pictures > Words when it comes to marketing.
Upload to Youtube/Vimeo/Vidsiteofchoice and attach it to the posts you make on the sites mentioned below


Post everywhere! The more places you have presence, the more eyeballs fall onto your work, the more players you attract. There are lots of places to post to, so give this task to some of those pesky FOSS hangers-on who don't code or make art (Like me! :D)

General game databases:

  • ModDB / IndieDB : ModDB recently split into two, IndieDB is where you want to post if you have a standalone game. Also, these sites are huge so it will be harder to get noticed
  • GameBoom : The site sponsoring OpenGameArt, Gameboom wants to host communities for (preferably FOSS) games
  • IndieGameMag : Haven't had success with this one, but it allows for user submissions so...
  • The Indie Gaming Source : Another database for indie games, nice categorization and more indie than IndieDB ;)
  • GameJolt : For freeware games only! Gives you hosting space for files as well, kinda like sourceforge like site for games - the development tools :P Has a special section for open source games



Linux Only

If the game runs on Linux, here are a couple of Linux gaming sites where you can post to:

  • Linux Game Database  : Nice database for all kinds of Linux games
  • Gaming on Linux : A community like news site for Linux games
  • Linux Games : Another blog (hiss :P) that allows for user-submitted articles
  • Penguspy : Another database like site but with strict quality moderation 
  • HappyPenguin / LinuxGameTome : Most well known Linux game database, it has been down/sickish of late though... It's served the community well though, so lets not talk bad of it 


Web Aggregators:


Kind of hit-or-miss because they require people to vote for you... Getting your audience right is key, reddit's subreddits are good for this

  • Slashdot : The g.old standard for geek/open source news aggregation, a tad difficult to get published though 
  • Reddit : /r/linuxgaming , /r/gamedev , /r/indiegaming , are good subreddits to submit too, not all of them at once though, that'd be spammy ;)
  • FSDaily  : A free software specialized news aggregator
  • Flattr and YouTipIt : Aggregators with cash backing (but more on those later ;)
  • Wikipedia : If you're lucky, Wikipedia can point a lot of people at your game. However, it isn't really a place to market your game/service, so you have to have some kind of proof that your game is noteworthy


 Micro/blogging

 Use Identi.ca / Twitter to get news to your readers fast. Identi.ca has nice groups, such as !fossgaming and !linuxgaming that you can join and post news to. Having timely updates show users (ones that don't know about commit logs) that the project is active, and all that social media stuff :P

Blogging in general is good as well, keep people updated = keep people excited and interested = get people playing (for example proprietary/open source game developers Wolfire)

Development Centric Advertisement

Knowing who you want to market to is an essential ingredient to a successful campaign; while you might pick up developers on more general sites, specialized, development centric sites have a far higher ratio of developers/users


  • Freshmeat : A database of open source software, with lots of game projects on it
  • Sourceforge : The biggest open source project hosting site (not researched, ain't Goat an exemplary journalist), it does have the best project discovery features as well. You don't necessarily have to host your code here; it's still a good place to have a presence on
  • Engine forums: If you use Ogre, post on the ogre forums, if you use blender, BlenderArtists is a good place etc. Not a very difficult concept ;)
  • Engine Databases: If your game is codeveloped as an engine (which is horrifyingly prevalent) DevMaster is an example of a place to post your engine on. Rather successful in my experience with Syntensity
  • Gamedev.net : A pretty active game development community


Release Early, Release Often!


And repeat all steps above on every release. Golden rule and all that

More!

The internet is big, Goat's memory is bad! Comment below if I missed anything and I'll update the post.. Or maybe move it to a wiki page...

MegaGlest 3.3.5 Pre-release special!

A new version of MegaGlest will be released sometime today! Once it is head over here to download it! A short changelog can be found here.



MegaGlest is a relatively recent fork of the quite well known FOSS Game Glest, which ceased development some time back. Now that Megaglest has taken up the development, things have advanced quite quickly (in contrast to the other promising Glest fork GAE) and Glest now finally has the long deserved cross platform multiplayer and a proper master-server with a games lobby! Furthermore Megaglest includes all the factions known from the Megapack before, bumping the total number up to 6.



And believe it or not, qudobup and me tried to play a round (extreme n00b alert :D ), which we recored and commented here:





All done with Free software by the way :D (MegaGlest, glc, Audacity, PiTiVi and Mumble)!



Interview with the Megaglest team



For this Megaglest special we are also lucky to had the chance to make a short interview with the two main heads behind this Glest fork.




FreeGamer: For a start, could you please give us a short introduction into your team structure and what your motivation was to fork Glest in order to make Megaglest?


titi: Well teamstructure is... I started and Softcoder joined :) I have been working on glest mods for 2 years now because I like the game and there was so little content available back then. For Megaglest I also do some programming, but Softcoder writes more of the code than me.



Softcoder: But we also have contributions from time to time from others (like the GAE team).



titi: Concerning our motivation, I think we both work on glest because our kids like it :) Right from the start my children were involved in Glest modding. For example my son made nice tileset and helped me with my first mods; especially the Indians (as in native north Americans / the editor ;) ) we made as a coop production!



Softcoder: Yes titi & family are the heart of the community! But my boys also made a number of factions. Elimnator and Tiger are big into mods, and call their mods vbros packs :)



FreeGamer: Interesting to see that FOSS game development can really work as a family hobby! Not really the typical cliche of the lonely bed-room programmer in his teens ;)
But lets move on to the next question: Glest is for sure heavily influenced by Blizzard's Warcraft3, and thus caters to a similar type of gamer. Have you though about bringing some of the popular elements from that game over to Megaglest? Examples would be hero units, and of course the later added game-play modes like DOTA and Tower Defense.


titi: I think we both don't even know Warcraft3 :) I didn't played many RTS games up to now... well I think I played something called Dune2 on the Amiga before ;) Actually I'm more a FPS player.



Softcoder: I'm not a gamer at all. But yeah, the forums are filled with people who ask for features from those games. In short we will therefore likely bring lots of features that people like from there into MG.



titi: Personally however, I don't like all this special hero feature people talk about. Things get too complicated with this, and I think these heroes kill the usual RTS fun. But there are some fun ideas we will follow for sure :) But I see Glest as its own game; I don't want to build a Warcraft clone.
Concerning DOTA, well I guess HON is much better then we can ever be :) But there are mods who do this and when they grow we will support them if it fits to the game itself. Right now we have the current RTS game type in focus, however.



FreeGamer: Ok next question: Megaglest seems to have evolved out of a number of independent factions and tile sets, so the overall game design is lacking a bit. Are there plans to take a more "tighter grip" in order to get the balancing etc. right? Or do you consider Megaglest more of a "playground" and let someone else develop a "pro-mod" for balanced multiplayer?


Softcoder: I think the answer is a challenge of the community and the age groups. Many young people are working on techs, factions, maps etc, but we might need to be more careful to keep "themes" together. So we try to only allow consistent content as part of the shipped product.



titi: Well there are the Tech and Magic factions from the original glest, but the rest was basically made by me. It is something what I called Megapack before. But I learned more while doing this and so they look a bit different :)



FreeGamer: What I actually meant was not the art style but the game balancing and game design. Are there plans to restructure the factions, maybe limit them to 3 or so to be able to get balancing right?


titi: I think the balancing is quite good! Ok, some are better some are not so good, but thats like the players. It is meant like that, good players choose bad factions bad players choose good factions. But what's good or bad depends on the map too!
But I discuss with others in the forums and hear what they say... especially beginners always say this or that faction is too good, but after a while they often come to the conclusion thats its not as they thought :p



Softcoder: I also think the base MG install has that, e.g. a core game-play with good balancing. It is the add-ons etc... that create the "playground".



titi: But for me competitive game-play is also not really the focus. I want to make a game thats fun to play, not competitive! Especially coop gaming against the computer is a big part of the fun playing MG.



FreeGamer: Ok lets move on: With the current release focusing on getting the multiplayer working correctly (and hopefully getting a big enough online player-base), what are your future plans regarding the single-player part? Do you plan on implementing a campaign editor in the already much improved level editor?


titi: Well for me the next focus are graphical improvements. We need better terrain splatting (made by the gfx card), more lights and so on. And we will start to put in lots of new features once we proofed to be stable in multiplayer :)



Softcoder: I think its hard to answer! There are TONS of great ideas in the community, we will talk with our community and see what things are most desired. My focus is more for making my boys happy :) We want MG to be 'mega-fun'!



FreeGamer: Ok so what about editing & modding? Right now the units are rather limited in their special abilities. Do you think stuff like (air) transporters, non attack magic spells, stealth mode etc. (insert other cool units features from Starcraft/Warcraft) could be easily implemented? Or is that already possible with scripting, but not done yet?


titi: I wrote so many wiki entries , made so many forum posts to let people know how to mod glest, I think its quite easy now. The special unit abilities not implemented yet however, but when we think it is fun we will think how hard it is to do and then we do it :)



Softcoder: We plan to add many things like this, but slowly so that we don't lose stability and keep people happy. One example... we added better network play, masterserver AND cross platform play all in this last round of beta! That was TOO MUCH! But things will get done (faster if we have more help) just at its proper pace.



FreeGamer: We already had some remarks on the technical side of things, but lets get back to that again: The Glest engine sure looks a bit dated by today's standards... do you have plans to upgrade the graphics engine to support shaders and such?


Softcoder: Yikes! We agree with you! But I think we have to give hats off to Martino and the rest of the original Glest team that a game written in 2005 still is acceptable today!



titi: We need more speed and many of these features will bring us better speed and better graphics, since the GPU will do alot of the work.



FreeGamer: Ok, but to extent that: with normalmaps and such it often looks more realistic in style. Do you want to go more in that art direction, or stay with a more comic style?


titi: Normal maps are not the main priority, there are other more needed features. And normal maps need new textures, and that is really a lot of work :) So for now we are looking into things that can be done with mostly code which is easier to do.



FreeGamer: So but what weight would you give the development focus right now... more towards improving graphics, or more toward extending game-play?


titi: Both :) But we try to make small steps.



Softcoder: Game development is totally new for me (and Linux programming is fairly new), so priority also depends on how long it takes to learn and do it right! MG is my first graphics code ever, and also and my first Linux open source project.



titi: It is all new for us, no one of us did something like this before. I even learned C++ in the beginning of this year for this project! Same with php, the masterserver is the first thing I ever wrote in php.



FreeGamer: Well I think it turned out pretty well so far never the less :) I think this concludes our short interview. Thank you very much for answering our questions! Ahh, last but not least: Do you have anything you want to tell your players and/or our blog readers?


Softcoder: Yes, our #1 goal for MegaGlest is 'FUN'!



titi: Please come and play MegaGlest ;)





A short introduction into Glest modding



(Mega)Glest has an incredibly easy modding setup. Almost everything in the game can be easily changed with simple XML files, and the 2D map editor is very easy to grasp. Especially with the recent usability improvements in Megaglest (and included Linux editor binaries) it is possible to create a simple but nice map in a matter of minutes!


Edit: I was made aware that those editor improvements come mostly from the GAE project. Very good additions!




(Ok this was not done in minutes :p It's one of the new 8 player maps that come with MegaGlest)



But luckily all these editing features are also very well documented in the Glest wiki.



Last but not least, all single-player and co-op scenarios can be fully scripted right in the XML files with lua, a pretty powerful yet easy scripting language commonly used in computer games. Sadly it is not possible to create full singleplayer campaigns yet, but lets hope that gets added soon too!

Interview: Stephen Carlyle-Smith aka Me_Programmer

In the second Free Gamer interview - over 2 years since the first with grumbel - serial Free game developer Steven Carlyle-Smith (UK) aka Me_Programmer Games aka Steve16384 was kind enough to take the time to reply in detail to my questions about his development activities.



Steve has created a plethora of Free games over the years. Whilst they have struggled to gain mindshare - usually he moves on at speed to new projects before completing others - there's a lot of content to peruse and I thought his experiences were more than worth tapping for advise to budding game developers. He has created all his games with little or no community help other than occasionally reusing resources from other projects. He also maintains blog on his development efforts which is often witty.



You can ask questions / get support / give feedback for Steve's games in the new FreeGameDev forum for Me_Programmer Games. There you can also find an exhaustive list of his playable game projects, including several not mentioned here.



He is also responsible for coding/creating the site Online Game Planner - which he uses to host his projects - which is a fairly new portal for organizing multiplayer gaming sessions.



The game that originally got my attention was Laser Tactics - previously called Nuclear Graveyard, which he talks about later in the interview. So, without further ado...



The Interview




Q. Please introduce yourself...


I'm a 30-something professional applications programmer, amateur games programmer, married with one child and another on the way.



Q. What do you do for a living?


I work for a small company writing software for businesses. Everything from web applications, social networking sites, VB apps, web filters, stock control software, networking tools, and the odd game. Whatever people will pay for!



Q. What notable games have you created?


I don't think any qualify as notable -- editor is impressed with the humility, some of the games are good they just haven't hit the right public spot yet! -- but these are probably my best:-



Xenogeddon (home)





This is a simple FPS based on Space Hulk, but I'm very pleased at how the graphics turned out. I didn't do any of the models, but overall it captures the Space Hulk imagary quite well. It is small and simple however, and needs a lot more scenery and features adding to keep the player's interest.





Laser Tactics (home)





The less said about the graphics the better, but this is my attempt at making a pseudo-realtime verson of Laser Squad and have tried to recreate the original graphics in 3D. It uses what I think is a unique system where both side's "action points" are replenished in real time which can make for interesting gameplay. I'm also particularly pleased with the AI as well. The overall presentation could do with a damn good polishing though.





Island Commander (home)





This is my most recent game and I'm still working on it, but it's fully playable and I enjoy playing it. I've always liked strategy games, and this one is a simple RTS/RTT where the player builds units and then watches them do battle. I'm interested in games where you only have indirect control. I've got loads of ideas yet to implement, like different races, more unit types, and maybe a better name!



Q. Of your game projects, which is your favourite?


At the moment it's Island Commander, because it's my newest and I still enjoy playing it. I'm probably most proud of Xenogeddon though, in that if someone asked me to show them one of my games, that would be the one.



Q. Excluding your own, what is your favourite open source game?


I don't spend that much time playing games, but the one I used to play the most is Tremulous, probably because it's multi-player with a big player-base. I'm crap at it though.



Q. What games do you play at the moment, FLOSS or commercial?


Definitely FLOSS, as I haven't bought a game since X-Com for the Amiga! My home PC isn't up to playing modern games and I don't have time anyway. I'd much rather be programming games than playing them. When I do play games, it's usually simple but addictive Flash-type games. And if they're very simple, I then have a go at writing my own version.



Q. How did you get into games programming?


Way back in 1984, my dad bought a ZX Spectrum, and the book "First Steps with your Spectrum" to go with it. Ever since then I've been programming, for the Spectrum, Amiga and then PC. I like to think my games have improved since then.



Q. What are your best games programming tips?


Re-use your own code as often as possible. Have something playable as quickly as possible. And use descriptive var/function names. I don't agree with people who dislike verbose var/function names; if you're sharing code with others (or coming back to your own project after a 6 month gap) you need as much description as possible. With tools like code-completion, long names aren't a problem.



Q. What draws you to open source, what is your Free software philosophy?


I particularly like the way that we all provide each other with programming help and actual source code, which enables everyone to learn and produce software much faster than they would be able to otherwise. It's a shame that in the corporate world, when somebody learns something, it's top secret and usually patented. Just think how advanced technology (not just software) might be if everyone shared their knowledge and skills with everyone else.



Q. What are the things to avoid, the things that make FLOSS game
development fail?


The biggest problem is not getting something playable as quickly as possible. Whether its a one-man project or bigger, people soon get bored of discussing and planning everything to death. You need to show yourself and everyone that you are actually doing something practical that is actually possible and progress is being made. There are a million "Status: 1-Planning" projects on Sourceforge as a testament to this.



Q. If you could take one abandoned FLOSS game and restore it's
development (excluding your own titles!) which would it be?


I don't really know any off the top of my head. I sometimes browse Sourceforge to see if there's anything I can help with, but I usually end up with ideas and inspiration to write a game of my own! Unfortunately, trying to understand someone else's source code and designs (especially the larger ones) is often harder than just writing my own project.



Q. What are your future game development plans and which of your games
do you hope to see come to fruition in the near future?


My dream is to have a game (and more importantly, a community) as popular as, say, Starcraft. This is my ultimate (and obviously unattainable) ambition, but if one of my games can get a thousandth of the popularity of that, then I'll be more than pleased!




Steve's Other Game Projects



You can ask questions / get support / give feedback for Steve's games in the new FreeGameDev forum for Me_Programmer Games. There you can also find an exhaustive list of his playable game projects, including several not mentioned here.




Danger Man




HoloRacer


Danger Man (home)


This is my contribution to the saturated market of platformers. It's reasonably complete, but requires more levels designing and it's own set of graphics. It has a few good features though, like different weapons.



Metal Glove Solid (home)


This is a playable but limited version of Gauntlet. The advantage of having this in my repotoire is that if I want to make any other top-down 2D game, I can just start with this. I do that with a lot of my games, meaning I can usually knock something up very quickly. I just need to improve the graphics and create more levels.



HoloRacer (home)


I'm quite pleased with this one, and I sometimes go back and have a quick game. I just wanted to write the fastest racer that I could, and it was my first game using OpenGL. It's deliberately quite simple (in gameplay and graphics) but fun in short bursts. I seem to remember that when I uploaded it to Sourceforge, it got about 200 downloads on the first day. They'v trailed off a bit since then!



Realtime Chaos (home)


This is a remake of "Chaos - The Battle of Wizards" for the Spectrum, where wizards do battle with various spells, but converted into an RTS. I've written countless version of Chaos over the years, but this is by far the least-worst. The only drawback is that it has no AI, so you need at least one other player and a LAN to play a game.



Simwar (home)


This is an RTS in the style of C&C. It's quite simple, and also multi-player/LAN only, but is designed to be quick and fun to play. It has some features like proper line-of-sight (unlike just fog-of-war), so you can only see the enemy if you have a clear view. Prizes for guessing which game the soldier sprites came from!



GTA-MUD (home)


As the name says, this is a MUD. I liked the contemporary setting of GTA, and thought a MUD in the same setting would be a good idea, where you could do anything in a modern-day realistic setting rather than either medeival fantasy or futuristic. It's quite small, but gets about 5 logins a day. It's also quite "adult" in some sections, just like GTA.



Online Game Planner (home)


This is a website I produced. I think this was inspired by me trying to get more players on at the same time on GTA-MUD. The premise is simple - you select an online games that you play, and then organise a session by date and time. Everyone else who has also marked that game as one they play then gets informed of the date and time, so everyone plays the game at the same time. It also hosta a few of my simple applet games. I think I should rename it "MultiplayerGamePlanner".



The Last Word



I'd really like to see Steve polish some of his older games a bit more and be more astute with advertising them. Some of them are very hard to come by unless you go through his blog, so posting announcements/showcase/help-wanted threads in the appropriate forums (starting with the FreeGameDev forums) should increase their visibility.



Xenogeddon looks full of potential and it'd be good to see what people make of it. I don't have functional 3D so couldn't try it myself yet.



Metal Glove Solid could become a popular game if he worked on performance (it was unplayably slow on my graphically-unaccelerated 2ghz laptop) as well as used the better graphics available in the Gauntlet Resurrection thread from the FreeGameDev ideas forum.



There's a lot of projects that he didn't mention because he feels they're not complete enough, e.g. this Shadowfire remake. It makes me curious to know if there's a complete list of Steve's projects anywhere! See update!



Sometimes the life of a Free game developer can feel a bit lonely because of the lack of exposure. Hopefully some of you will go away and try his games and, even if you don't end up playing them for long, at least give some decent feedback so he can work to make them better and increase player retention.



Update: Steve has posted a complete list in the forum. Two games he has made that he didn't mention in the interview but are worthwhile projects are Passenger and Last Remaining. I think he needs a bit of modelling help to really realise the potential of Last Remaining.

Open source Artillery / Worms clones

So it seems that Scorched 3D, Wormux, Hedgewars, and Atomic Tanks are all clones of inspired by... Worms? No. Scorched Earth? Nah. Gorillas? Nope. Tank Wars? No. That's right, their roots go all the way back to a 1980 on the Apple II under the name Artillery. Even earlier ascii versions from as early as 1976 are reported. Now that's real history - all other games (pong and chess excepted) are modern upstarts. ;-)





Atomic Tanks



homescreenshotsdownload

One of the older and more mature open source Artillery clones, with version 0.5 first available in January of 2003, Atomic Tanks doesn't seem to have the online presence of it's contemporaries. This is probably because it doesn't look that nice, with garish colours, coarse widgets, and almost badly drawn sprites.



Update: Markus comments, "I am sure that the graphics and such in Atomic Tanks are intentional. It is a fairly faithful reproduction of the original Scorched Earth, and for those of us who grew up playing that game quite a bit, that is where the real appeal lies." I'm not sure I can agree with you there [on the intentionality of the bad graphics] after inspecting the original graphics.



What it lacks in the graphics department, it makes up for in features. The sheer range of weapons is overwhelming. You earn money, which you can use upgrade features and improve your tanks, making the game a much more appealing single player experience. Also the land behaves differently, falling to fill and holes created by explosions.



The latest release was 20th March 2009, which gives it a spot at the top of the article. :-)





Scorched 3D



homescreenshotsdownload

Scorched 3D has been in development since 2001 with build 1 released on 29th April of that year.



The first thing to note about Scorched 3D is that it looks beautiful. It is the only 3D game in the article, but it is especially well done. The islands deform as they get pounded by missiles. Battleships stay moored offshore, the waves lap against the beaches, and jet fighters fly overhead the tanks. It looks as good as a commercial game.



Scorched 3D build 42.1 arrived on 3rd March 2009.





Hedgewars



homescreenshotsdownload

Hedgewars is the youngest of the four projects, in development since 2004 and first released on 13th November 2006.



If I had to sum up Hedgewars in 3 words, I would say, "Worms II with hedgehogs." (Hey, II is a number!) With it's yelps and ows, and faithful recreation of many of the popular Worms weapons, it makes for a very similar gaming experience, arguably even better.



Hedgewars 0.9.9 was released 19th January 2009 and version 0.9.10 is imminent. I think the video successfully gets across just how Worms-like Hedgewars is:







Wormux



homescreenshotsdownload

Wormux looks very nice, and gameplay deviates a bit more than Hedgewars from the original worms experience, but is still very heavily inspired by it. It includes all the popular Free software mascots, so there's plenty of characters that you should recognise or should learn to recognise - making it almost educational! ;-)



The last few years have seen the developers work towards a new engine that will massively enhance the game with features like integrated physics (they created whysics engine just for this). I expect Wormux will continue to depart in a good way - by adding new interesting features that enhance gameplay - from it's Worms foundations whilst retaining the spirit that inspired the project originally.



Version 0.8.3 was released on 5th March 2009 and included some backported enhancements from the development version.



Incoming!



Looking to the future, there is also the iteam project, inspired by Gunbound. It seems like it could combine the graphical panache of Wormux with the upgrading fun of Atomic Tanks, but development has been very slow despite a wave of initial enthusiasm.




OpenLieroX

Teeworlds


Alternatives



If you like things to look Worms-like, but be more frantic, you should check out the games OpenLieroX or Gusanos - both inspired by a freeware game Liero(X). It has the character of old-school Worms but plays like 2D Quake. Gusanos (based on the classic Liero) development is inactive, last release occuring on 31st January 2006, whereas OpenLieroX (based on LeiroX) development is ongoing at a slow pace, with version 0.57_beta8 released 9th October 2008.



(My Liero-foo history may be out there, I'm not 100% sure how the different projects relate to eachother.)



Similar in gameplay style, but more modern and less retro-pixel, perhaps Teeworlds is your cup of tea. At version 0.5.1, the game is already solid, polished, and playable and has an enthusiastic, growing player base with many regular players. Development is very active and the last release was 25th January 2009.



Conclusion



The Artillery genre of open source games is possibly the healthiest genre of open source games with 4 very good, polished, playable, and actively developed projects, as well as other similar games, inspired by the classics. With 2D games increasingly neglected by the commercial sector, this genre is arguably one where a few of the open source projects have surpassed their commercial counterparts.



So, which (if any) of the Artillery-inspired open source games do you prefer to play? What's best about it? Or are you hardcore and only accept real clones and none of this contemporary rubbish? :-)