Showing posts with label interview. Show all posts
Showing posts with label interview. Show all posts

Inside a Star-Filled Sky (Public Domain For-Pay) + Video Review + Jason Rohrer on open source

Inside a Star-Filled Sky (IaSFS? InaStFiSk?) is a game. And art. [You want a game?=art discussion? Go to page 9! ;)] This art runs on OSX, Linux and Windows.

So you move around in procedurally generated mazes in real-time, shoot enemies, pick up stuff and change between levels. Sounds like.. GoblinHack so far (the graphics are softer though).

But.
The mazes are people.
Or pixelated monsters for that matter. Or upgrades.
You control a thing inside another thing. the thing is a maze.

The game costs at least $1.75 because it's pay what you want + fees.

I was lucky to get Jason to answer two of my questions.
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.

IMHO Jason is a very interesting guy to listen to [video search "Jason Rohrer"].

About public domain: There is no PD statement in Jason's code as far as I can tell and the game code contains (depends on?) the non-free fortify.

I could upload the game and share the link. It'd be legal. I would feel guilty though. So instead I offer you my help at buying the game if you can't use the payment method available. If you can transfer to a German bank account or are located in/near Berlin, Germany, contact me and I'll buy the game for you if you somehow give me the money you want to pay.

I guess we need screens...
Enjoy! It's from the official gallery!

I guess a video can't hurt (I'm probably wrong)...

Enjoy the video! (F-Word Warning!) +1 and I commented it! (Here's another by me, without comments but boring gameplay)
If you have problems with video/flash/youtube... youtube-dl!

After making the video, I realized that playing on higher (lower?) levels (levels?) is amazing fun and reminds me of Meritous. Meritous is a hard punisher though. In (In a) Star-Filled Sky is is awesome getting destroyed in all these amazing ways just to get destroyed in even more amazing ways few seconds afterwards and sometimes even get to destroy something in amazing ways by chance or even skill! Awesome.

I really need to hear people's opinion about 1. this game 2. this payment model.

Developer Interview: Jared "Deraj" (Radius Engine/Avoision/Falling Blocks Game 2)

Avoision & FBG2

Avoision and Falling Blocks Game 2 were reviewed 5 weeks ago in the Simple & Polished post and I got curious about the perspective of a small-foss-games developer (the interviews we have had so far were rather with big project developers). Their developer Jared "Deraj" agreed to a short interview.


Hey Jared! Where are you from? How's the weather? What do you do in life?

I'm from Washington (USA). Right now, it's cloudy outside, but somewhat warm (considering it's winter here).

I work in software development for a large technology company.

Did you create Radius Engine as a first step towards a game you want to make or was it more of a programming exercise? What is the next step? Adding engine features?

The Radius Engine as it exists today is indeed a stepping stone towards my eventual goal of creating an extensible scrolling shooter ("shoot 'em up"). Avoision and Falling Block Game were both games I wanted to create, but they were also both attempts at ensuring that the Radius Engine has the features I'll need down the road.

Additionally, the entire process was a great learning experience for me (e.g. I had never really written audio mixing or collision detection code before).

Did you ever contribute to any foss game projects?

Other than the ones FOSS games I've created, I think my only (very minor) contributions have been to a (formerly?) defunct emulator many years ago. Does moral support count? :)

Sure does! Ever heard of LÖVE? It's a 2D Lua-based game engine. Did the knowledge of LÖVE affect Radius engine development in any way?

Unfortunately, I had not heard of LÖVE back when I started working on this project (originally in 2003, but then I started over in 2008), but it looks like a great engine with a permissive license, simple programming language (Lua), and comprehensive feature set.

Having recently completed two games using a simple OpenGL+SDL+Lua game engine (Avoision and Falling Block Game), I can safely say that LÖVE sounds like a great idea for a game engine (and one that I need to look at more closely).

What are the chances of you abandoning Radius and becoming a LOVE2D developer? (Completely hypothetical :) )

Heh, interesting question. Given that I haven't had the time to fully dig into LOVE2D, that's a tough call to make. I'll certainly look into that since it looks like LOVE2D is fairly mature already.

How come Avoision and FBG2 have such smooth controls? Lucky shot or days of tweaking?

Both :)

Do you have a laid out plan for making progress towards your shmup project?

I have goals in mind (namely extensibility/modding), but only a very rough plan. Since I'm mostly doing this for fun, I tend to work on whatever seems fun/interesting at the time.

Soo... how about a sneak peak?

Screenshots are really all I have at the moment. I try to participate in Screenshot Saturday each week. You can watch my progress on Twitter (#RadiusEngine).

Jared's super secret shmup WIP screens

Got any questions to Jared aka Deraj? Ask them in the comments, perhaps he'll answer! :)


Also, this link will let you browse all the interviews on Free Gamer so far.

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.

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!

NAEV 0.4.0 review


NAEV Items [more shots]

NAEV 0.4.0 is out, a game of the space trading and combat simulator genre, inspired by the non-free Escape Velocity. Win32/lin32/lin64/mac binaries are available here.



The new version has parts of the user interface changed and is better accessible, for example through in-game gui keybind editing. Three aspects of NAEV show that usability is a priority: 1) the tutorial is informative without overwhelming too much 2) most combats can be evaded through the run away-tactic (this might be unintended, but definitely liked by me). 3) The automatic jump system, that allows consecutive jumps to systems without having to manually repeat standard maneuvers gives much relief to the player.



The changelog also lists better-looking visuals as well as new sounds and music tracks. As a bonus, all the art in the game is licensed under Debian-friendly licenses. [license.txt: audio, visuals]



Gameplay



Wingmen fighters in action

In NAEV the player starts with a small trading ship and needs to earn money to buy new vessels and equipment. Trading or patrolling missions are the key to income. Though I'm no fan of playing lots of similar missions in a row, I did feel satisfaction, when discovering the most effective way to earn money with them: play patrolling missions and a lot of them at the same time.



Along with the repetitive, generated tasks, there are some original missions of different difficulties that allow the plot to progress and/or provide alternative methods of earning credits. They alone are reason enough to give NAEV a spin. The developers want to include more and more story missions, so contact them via IRC or mailing list if you're up to some sci-fi 'quest' writing! :)



A third (or is it fourth?) method of increasing wealth is observing prices and buying where prices are low and selling where products are expensive. However, there is not much of an economical simulation implemented in NAEV yet, so I wouldn't recommend this path for now.



Yet another battle
Scout ships, fighters and battle-cruisers are available in the shipyards of NAEV, different kinds of energy and missile weapons can be bought, various upgrades can be installed. The brainless method of costlier=better didn't work for me, I had to balance the effects and firepower against speed an maneuverability. Running away is more enjoyable to me than fighting and waiting ten seconds for my ship to turn.



The coolest item in the game is the fighter bay. It allows to host small allied ships in your cruiser. After 'shooting' them into space, they will attack enemies and can be controlled with a few simple commands. Place two is occupied by the afterburners, which will give a temporary speed boost at the price of having the view shaken.



Interviews



Next, two questions for the current top 5 NAEV contributors (and two extra ones for the lead dev):




Q1: What is your role in NAEV development?


bobbens: I am the lead developer of naev.



Deiz: I do a bit of everything, as required.



Done graphics, sound, missions, etc., but most of my time has been spent on making the sprites look nice and getting the game to a fairly balanced state.



For sound I mostly hunted things down and vocoded a few sounds to get the results I wanted. For graphics, most of the ship models are sourced from Vega Strike, many of the outfit graphics are based on models by Joss that I've heavily hacked up.



brtzsnr: I coded a couple of features that NEAV lacked (one of them is the faction disks), now I'm working on 3d-models and sometimes I fix bugs. I wish I had the time to implement more complex features.



stephank: I wrote some code to save configuration. It was unable to at the time.



BTAxis: I've provided some game content (two missions and half a dozen systems so far). That is the extent of my active role in NAEV's development. However, I also occasionally put forward proposals for new or improved game mechanics on the project mailing list, and if I can make them convincing enough and/or talk bobbens into seeing things my way, they may one day find their way into the actual game. I enjoy doing that. Thinking up game mechanics, making them work in my head and fitting them into a bigger picture is fun for me.



Q2: What do you want the game to become in the future?


bobbens: I want the game to be as good as the memories of my childhood playing original EV made it to be.



Deiz: Ultimately I'd like to see NAEV be appealing to a broader audience. At present if you're not somewhat familiar with the Escape Velocity/Elite/Freelancer/etc genre there's not too much to grab your attention.



brtzsnr: I hope NAEV to become more RPG-like (have a crew with different skills tree, say one engineer, one pilot, one commander, etc). Also I want more non-linear/intricate stories.



stephank: I played a lot of Escape Velocity, so that's why I got interested in NAEV. It looks and feels a lot like EV right now, but it looks like the (active) developers are mixing in interesting features from other games in the same genre, and even innovating. I would like them to surprise me, more so than me influencing them. :)



BTAxis: I already mentioned the proposals I wrote up. They're essentially the answer to this question, or at least they're the story so far. But if I'd have to explain it in two words, I'd say that I want naev to be a space exploration game that offers a high degree of interactivity while at the same time providing and engrossing and believable world for the player. That is not an easy goal to meet. Most space games that I know of sacrifice one aspect to pursue another, and in the end NAEV may have to as well. But at this point in time, I believe it's doable, and I hope to be part of making it happen. [For more information check out the proposals on NAEV's mailing list]



Q3: What made you start the project?


bobbens: I started the project about 6 years ago by myself when I realized that there was no game like EV (which I had played extremely intensively as a kid) on linux. EV also had major gameplay flaws that should have been worked around.



Since I had no projects at the time I started out with the ambitious NAEV, which over the years has slowly been taking shape and was released recently (one year ago) to the general public.



As of 0.4.0 I'm starting to be pretty impressed by the results.



Q4: What do you think of Star Control II (The Ur-Quan Masters) as an example of a EV-like GNU/Linux game?


bobbens: I only played Star Control II after someone mentioned it to me about 6 months ago. It does seem to have a lot of EV features, but it seems to lose a bit the fast paced-ness of EV and customizeability of the ships. However it does have other great features that EV lacks like the zooming in systems and the dialog use.



It's good to find good features in other games and use them for inspiration in NAEV, it's evolved enough that it no longer is an EV clone. It also takes from all over while trying to keep itself unique.




Latest NAEV gameplay video



OpenMW interview with Nicolay Korslund


Early OpenMW GUI implementation

OpenMW is a re-implementation of the (non-free) TES3 Morrowind game engine, written in the D programming language. The engine makes use of OGRE and other open source libraries, features an own scripting language called "Monster" and the latest release has the version number 0.6.



Out of curiosity, I asked Nicolay Korslund (the lead developer) one year ago what his motivation for writing OpenMW was. Later I decided to ask some more and now you can finally read the interview, in which Nicolay tells us about Git, OpenMW's development and whether or not to expect original games as a result of the OpenMW project.



The interview




Q1: What is your motivation for writing OpenMW?


Initially the project was started a few years ago (somewhere around 2004-2005, don't remember exactly), out from desire to improve a game I loved and from frustration with bugs and issues that made it less fun than it could be. Having been a programmer for about a decade, I felt that most of the bugs were unnecessary and could easily have been fixed if Bethesda has devoted the resources to it. I started getting that curious 'I could do this better myself' feeling, that you sometimes get when you've been doing a craft for years and aren't satisfied with someone elses work. (Not that I think Bethesdas coding is shoddy in any way, they're a company with limited resources like any company, and sometimes you just don't have the money to improve thing ad infinitum even though you would like to.)



To keep up (or even start) a big project such as OpenMW, though, you'll usually need more than just one big motivation to drive you and keep you going. For example, I knew from the outset that this project was something that others would get excited about, and that's a big motivating factor. The amount of positive feedback I've gotten on OpenMW since release has been pretty stunning, and it really helps to know that what you're making will affect others in a positive way. I had always wanted to contribute to open source software, but so far hadn't found any project I burned for, and none of my own projects ever made it to the point of release.



Another motivation you'll need of course is the joy of working on it - it's a hobby after all. I love programming, I love improving things, and I love reverse engineering file formats. Thee big pluses when you're doing a reimplementation. It also forces you to learn new skills - I've always wanted to learn more game development, such as using a 'modern' 3D engine, but I never had any real motivation to do it before I started OpenMW. On top of all that I had just fell in love with the D programming language, which blew me away to the point of abandoning C++ literally over night. D had (and still has, to some degree) a desperate need for more attention getting projects, and I wanted to help with that. I knew there would be challenges with using such a new language, but I was determined to show that none of them were show stoppers.



Q2: Are other people involved in OpenMW or Monster?


Yes, quite a few really. I started a mailing list for OpenMW about a year ago, after initially getting very positive feedback on the project. The list now counts over 130 members, and even more pay attention to the project through various forums. Only a very small fraction of those have contributed code of course, but many contribute other things like testing, knowledge about the file formats/mods, or simply through feedback and ideas. For Monster I've intentionally run a somewhat lower profile, but there are a few of early-adopter-type developers who are using it in their own engines. If things go as planned though, the two projects will become much more intertwined in the future, and I hope that Monster can contribute a lot to OpenMW (and make my job as lead developer a lot easier.)



Q3: How did you find those people? Or was it them who found you?


I've done very little 'advertising' for my projects - I think I posted about OpenMW on exactly one forum (the OGRE forum), the rest took care of itself. I had to create the mailing list simply because I couldn't keep track of all the individual conversations any longer.



Q4: Are you going to make OpenMW usable with non-Morrowind content, so that new games can base on it? If yes, will you make such a game?


It's very possible that the project will spawn an engine that's usable for other games, but we don't have any specific plans for that right now. Although we are on friendly terms with another project that uses much of the same technology, called DungeonHack. It's very likely that our two engines will share some code in the future.



Even though we're not working on making a generic game engine, it will likely be possible to make much more extensive Total Conversion mods for OpenMW than for the original Morrowind engine. And the scripting features we're planning will let you bend the rules to the point where you would probably not consider it to be the same game anymore. Personally however I have very little talent for game creation (except for the coding part), so I don't think I'll be behind any of those mods myself.



Q5: You've picked OGRE as OpenMW's 3D engine. What about the alternatives (Irrlicht, jMonkeyEngine, Crystal Space, writing an own 3D engine...)?


I think probably all those (and many others) would have been good choices, except the last one. Writing a new engine and getting it to a point where it could compete with OGRE et al. would have taken years, and IMO it's usually a complete waste of time unless you're doing something really unique with it. There are so many good and free off-the-shelf alternatives out there (too many already...), and if you need some feature that they don't provide you can usually add it in yourself in 1/100th of the time it takes you to write a new engine from scratch.



Q6: You recently switched to Git from SVN. What motivated the switch?


Popular demand :) But after trying out Git (and taking the time to understand how it works), I fell completely in love with it myself. SVN is now ancient technology as far as I'm concerned. And with git-svn, Git is even a better Subversion client that Subversion is. However since it's so easy to integrate the two, we are keeping the SVN repositories on-line for the foreseeable future, and existing SVN users don't really need to change anything. I know it takes a real geek to obsess this much over a version control system, but that's how it is :)




More development information



You can find some technical details about OpenMW's codebase on its ohloh page.



Latest OpenMW video



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.

English transcription of "Hobby Game Development" (neues, 3sat)

Narrator: On first sight it looks like the commercial online role-playing game Ultima Online. On the second the viewer might spot one or another change. Maybe even something special, which doesn't even exist in the original game.



This game is named Iris 2, built on top of Ultima Online and is freely available online. It was developed by hobby game developers.



It's their hobby, just like others knit pullovers in the evening. Florian Fischer and Iwan Gabovitch develop games in their free time. What's the thrill of developing games on your own?



Florian: It's just fun to be creative and to express this creativity. Games are super for that.



Iwan: First I stopped playing commercial games and started searching for new, interesting games. I found many freeware games and then came across the open source scene, where also games get developed, where
it's easy to contribute, without having to get involved too much.



Narrator: Most developers are not professionals but they have lots of potential and ideas, which they want to share and to put into practice with others.



Free software is being used, which is available gratis online. For example to create graphics of special effects.



For the 3D visualization, Florian works with OGRE. OGRE is open source software, which can be copied, distributed and used without limitation. Working with free software excites the developers.



Florian: Others can download our code, can compile games on their own, can try own things and can improve the programm. The principle of open source is nice: I give something and, as I use open source tools, I also take something.



Narrator: Usually each developer works seperately on his computer but once a year the hobby developers meet live.



The event Dusmania was initiated so that developers could exchange experience, but of course there has to be some actual development too. In nine hours, they had to develop a game. The group of Iwan and Florian created "lalalove", a game in which sounds have to be generated to make people happy.



Iwan was responsible for the graphics in lalalove. First he sketches the images, before layouting them on the PC.



Somebody who invests so much love and free time into game development could work for commercial game producers, but this doesn't interest the community.



Florian: We don't have to follow any rules, we can implement every idea and we can throw it out too. We can be as creative as we want to be and this is fun. We can create prototypes of games and then say "we like this game principle" or maybe someone else in the community likes it and develops it thurther. I find this freedom fascinating.



Narrator: One who wants to experience developing games on his/her own, finds a lot of tips on the web. Beginners are also able to get into the scene easily.



Free Gamer is an online community for hobby game developers. It consists of a blog, a forum and a wiki. The forum is for discussions. On the wiki articles can be published and freely edited. For example there is a list of open source 3D game engines, which everyone can use for his own games.



If someone prefers to play rather than develop, won't be disappointed. Games of all sorts are available on the net. For example the cute SuperTuxKart. Instead of Mario, a penguin drives against the tree.



End of transcription. Please not that all text by the Narrator is not freely licensed and it's copyright is owned by 3sat.



Please note that simplification and generalization are unavoidable if you want to squeeze a topic into four minutes. There are of course people who are interested in commercial application of open source and there are open source game developers who would like to work in non-free, commercial game developer companies.

qubodup and SiENcE on German TV

Left to right: SiENcE, qubodup


Update: The video can be viewed on YouTube (the part about us starts at 18 seconds).



Hello friends.



Today's post is just a quickie: I (involved in some stuff) and SiENcE (involved in both Iris 2 and OGRE) were interviewed by Cornelia Rettig for 3sat's neues (in German). We talk about open source and hobby game development, visit the Free Gamer blog, the FreeGameDev forum and wiki and show Iris 2, OGRE and SuperTuxKart.



I am ever so excited.



If I understand correctly, you are able to watch the full show inside a time frame of two weeks. Here's a direct link to a asx (windows media player steam file, Kaffeine was able to play it for me.)

You can read these news in the Iris 2 blog too! Also there's an article on 3sat's homepage and you can read an auto-translated English version (using google tools).



In case there's interest in an English version of a transcript of the show, I guess I could do it...... just tell so via the contact link at the top of the blog or via posting a comment in the blog or in the forum. A longer post by me is coming up soon by the way. :)



One step closer to world domi... ah, that joke is getting weak. :p