Showing posts with label lincityng. Show all posts
Showing posts with label lincityng. Show all posts

Simulate This - City Building + Tycoon Game Reviews

Welcome to a Free Gamer special! People often accuse the Free software and open source game sphere of lacking depth, that there are few good games. In 2009 Free Gamer is dedicated to dispelling this myth. As part of a series of articles on specific genres, highlighting the games that people develop for the love of development in order for us to play, I humbly present a set of reviews of open source city building and tycoon games. I try to be fair and critical, and I note that these games are all enjoyable in their own way. They are all certainly worth a look.

OpenTTD




OpenTTD


I started with OpenTTD 0.6.3 - being the only formerly commercial game I'm covering today, it is good a metric for the others. Still, it is not quite Free software, you need the abandonware Transport Tycoon Deluxe to run it. The community has been working on a project called OpenGFX to create both drop-in and high-resolution graphics to replace the proprietary materials. They are getting there, but I don't think they'll be complete before the end of this year.



I've been playing Transport Tycoon since I was a kid. The gameplay comes naturally to me, and is easy to get into. (My 8 year old son was playing with it after only brief instruction.) The great thing about OpenTTD is that it is polished. Everything works, and works well. The user interface is very nice - although sometimes you do get overwhelmed with windows. Game performance is exceptional, with a lot going on it was consistently smooth and never laggy. Which it shouldn't really be, considering this is a 10 year old game and I'm on a 2 year old laptop, but suffice to say these days my expectations are low!



There is one big problem with OpenTTD though. Once you work out how to connect a couple of industries or cities, the game challenge disappears. Almost all non-fluffed transport links are profitable and the AI is awful (although this is getting remedied by a new AI framework due in OpenTTD 0.7). There's no end goal, nothing other than building your bank balance and big networks and cities (which you can only influence, not control). It all gets a bit repetitive after a while. Despite the "reality" setting, the game world barely comes across as real. Towns are evenly spread out, but not connected with roads (you have to build them). You basically mould the map by placing down transport routes. Other than industry locations, you don't have to accommodate the game world much; it accommodates you.



The game needs to be tougher. Industry connections should be specific to deals between individual industry companies. You should be able to drive your competitors away by competing with them for contracts. There should be more limits on where you can build (contracts with councils, perhaps), shaping land should be more costly, there should be an element of challenging to getting up and running highly profitably. There's no station management - all rail stations are the same, roofed or not - no additional parts, just stations. Also there is a lack of passenger chaining. Big passenger stations have a limited catchment area, if you have other vehicles 'unload' passengers at them then those vehicles basically run on a loss. The gameplay is simple, but it is too simple, and that is why I don't play the game any more.



Simutrans




Simutrans


Overdue Update: The Simutrams community constructively took onboard my criticisms. Whilst I should have looked harder - there was a Starter Guide and other documents available - they have made documentation more accessible and prominently placed. The Simutrans wiki is a good resource for learning how to play the game.



Next up was Simutrans. Unlike OpenTTD, it is totally Free software, which is a good start. This is a difficult one, both to play and review. Although the website lists version 0.99.17 as stable, the forum lists 101.0 as the stable download and is more recent so I went with that. There's plenty of nice graphics packs readily available although only a few are really playable. I tried pak128 and pak96.comic - both aesthetically pleasing and supposedly playable.



The main menu music is horrendous. I know Germans have famously bad taste in music (the original author is a German guy) but the tune that greets you at the main menu is grating and negative. It's obviously a classical track in a minor key, but I can't see how that epitomises tycoons and enterprise. The user interface is a poor man's version of the OpenTTD UI. Often unclear, with frequent trivial glitches (text overflowing etc), it's just a bit messy and thus not quite so pleasant to interact with. Game performance again was very good - I remember it being quite poor when first tried Simutrans several years ago - and comparable with OpenTTD for smoothness.



In the end, pak96.comic was not playable. I tried to create a passenger line and couldn't even build a train depot, it wasn't in the rail build options. No depot, no trains (no other way I could find to access a train building dialog). This is fine, pak96.comic is listed as alpha although the screenshots show quite a bit off so I hoped it'd be more complete. Update: I had chosen too early a start date, so no trains/buildings were yet available, but this was not clearly documented anywhere, you had to read the fine print!



However pak128, which is becoming the de facto graphics pack for Simutrans, is definitely playable. It looks good and distinctively different from OpenTTD. Towns are more dispersed, are connected with roads and have more character. People and cars appear on the streets. Industries appeared more diverse, with more types of goods to chain together and deliver. It made me really want to like the game. Then I tried to build some railways.



Actually laying the track was trickier than it should be, especially diagonally which was very fiddly. Also if you build a straight track, if you were not careful to overlap each section you created, tiny hard-to-see gaps would be left in the track. I assumed that these would be problematic for trains, but when it came to creating trains I was just lost. I managed to set up a depot and build a train. Frustratingly I could only build a train with a single passenger carriage. Any other combination didn't work. Basic dialog controls seemed to do strange things. Line management was unintuitive enough to make me start over. I made more progress with buses, and started to work out the line management.



If you can work out how to play Simutrans, and overlook some of the aesthetic flaws, it looks like it has more to offer than OpenTTD in terms of gameplay depth. There was more complex road management options, passenger networks, trams, station buildings, different types of stations. Less wash, rinse, repeat route building strategy and more adapting to the game world. It just lacks the polish that OpenTTD has, and lacks a good tutorial and an intuitive user interface.



FreeRails2




FreeRails2


FreeRails2 0.4.0 is a continuation of the FreeRails project (and Railz too?) as well as a spiritual successor ("clone") of Railroad Tycoon. I used to play Railroad tycoon as a kid - it's the original tycoon game. It's both challenging and fun, although you don't have to worry too much about your trains colliding and other formalities as your trains zip up and down and past each other without a hitch.



The graphics are basic but not bad. Performance is fair - it made my laptop fan run hard but the game itself was smooth. One of the nice things about the game is you can run it straight from the webpage, no messing about installing or updating. You can be up and playing within moments of visiting the homepage.



The gameplay is fairly straightforward. Create a rail network between cities and industries, assign trains to visit the stations. Trains can change their cars at each station, so one train can pick up livestock, deliver it to a factory, then return with the resultant goods. There even seemed to be an automatic option for trains - create a train without any cars and it will grab whatever is waiting at the station it arrives at.



It's a nice game but it misses some of the charm of the original Railroad Tycoon. I'll probably have another go at it another day but - having played the original a lot when I was young - I'm not driven to play it. I think it's a few features short at the moment. Fortunately development seems to be ongoing - 0.4.0 was released in August last year.



FreeTrain




FreeTrain


FreeTrain is billed as the "quintessential sandbox game". It has so much potential, the graphics are nice with a lot of attention to detail, there's hundreds of plugins and you can create amazing cityscapes with variable height skyscrapers and all kinds of buildings. It is a transport simulation and city building game combined. There's a reason I have championed development drives for it for so long.

However, being a sandbox is a big problem. You start with a big blank piece of land. Sandboxes work on wikis where you can test out features and not worry about it getting wiped out. Yet, you don't create an entire wiki in a sandbox. FreeTrain lacks a Linux port and a save game format (and thusly a scenario format) which means it is full of potential but more a toy / tool than a game at the moment. Hopefully development will pick up again soon.



If you know C# then please get in touch with me and help restore this game to the scene.



Micropolis




Micropolis


Micropolis is the original Sim City classic repackaged with a new name. Not much more to say, really.



Ok, I'll make more effort than that. It looks very dated, and the game world looks tiny when juxtaposed in a large window at today's resolutions. Still, it is the grand daddy of city building games although sometimes is quite basic in it's mechanisms. You assign residential, commercial, and industrial zones. You build power plants, connect electricity grids, and manage taxes, and decide how to allocate emergency services. Occasionally you get to fight off Godzilla. Possibly a good starting game for younger players as there is less to grasp.



The limited nature of the game is shown by just how quickly the official forum expired. The most interesting thing about this game is that it was released as Free software as part of the One Laptop Per Child (OLPC / XO) project.



LinCity-NG




LinCity-NG


LinCity-NG is the GotM fork of LinCity. LinCity is a kind of Sim City classic clone. It looks equally dated but has a different slant on city management, which LinCity-NG builds upon. LinCity-NG has much nicer graphics, and many new features. The autopackage would not install so I had to build it from source.



Performance is pretty poor. Movement and animation was very laggy on my laptop, the music stuttery. The music was good and original although loops on the same track rather than cycling. The user interface is original but a bit messy with icons overlapping button borders and lots of scrolling required to read text that is presented in a huge font. Saying that, the help system is very useful. A description of pretty much any game item is just a click or two away, and tooltips are there for extra hints. This makes it much easier to get into than Simutrans where I was guessing at half the controls.



The game itself has quite a few angles to it. For once roads in a city building game serve a function other than being a requirement for buildings to exist. They enable greater transportation range of goods and materials between different types of buildings. You have to generate resources and jobs, and research technologies to gain access to new types of buildings. In some ways, it merges aspects of civilization building games with a city building game, which is a unique approach to the genre in my [limited] experience. You can even win the game by transporting your city population to another planet.



I couldn't quite overcome the poor performance. Moving around was just too slow to be enjoyable. LinCity-NG has come very far in the last couple of years, and it shows a lot of potential. Interesting gameplay ideas and nice graphics bode well, and with some tweaking, optimization, and improvements to the user interface this game could be a real Free software star. I hope they rename the game to an original name now it is departing from it's LinCity roots. It can't be Next Generation forever, and it's no longer really "Lin"City as it is ported to multiple platforms.



OpenCity




Open City


OpenCity is the only 3D game in this list. At version 0.0.6, it is still early on in development, you can create basic 3D cities in OpenCity, but the gameplay is limited and it won't capture a player's attention for long. Development has been steady for several years, and with more people showing an interest in contributing this is one for the future.



Afterword



Well I think you'll agree there's plenty of choice and lots of fun to be had. There's many different styles of game to suit many different player types.

Mid-night madness - LinCity-NG 2.0

It's something-am, I have overdue work, and a Freshmeat announcement put a bee in my bonnet about posting.




LinCity 2.0


LinCity-NG 2.0 is out in the wild, and boy is it starting to look like a nice game. There are only two things that look a bit weak these days - the name (NG? Linux-only?) and the UI (a bit scrappy). For those who don't know, LinCity-NG is a GotM fork of Lincity which brings it into this century with much nicer graphics and a more informative user interface.



Plenty of nice new graphics (notably vegetation, grass, trees) make the game look aesthetically smooth. New resource management (water) adds to the depth of gameplay. There's a load of other new aspects too but there's no official announcement and I'm too busy procrastinating to go digging.



Glest (the 3D RTS) is dead, long live Glest! No, really. Mainline Glest development has ended and Glest Advanced Engine (information), a community-born enhancement, is to officially become the new Glest. Glest Advanced Engine is a project built on top of Glest, that adds new features to the game, it includes both new code and data.




UFO:AI


There's a whopping development update on the UFO:AI website (3D TBS RPG). I would link directly, for posterity, but there's no direct links or rss or anything like that. So I guess I have to summarize. Bah!



Map editor improvements, 3D geoscape improvements, UI improvements, new music, sounds & models, new hiring screen, texture updates and new textures, AI infrastructure updates, battlescape improvements, aircraft updates, balancing work, improvements to campaign system, er... basically everything got a bit better.



It looks like the next release will kick serious alien a$$, and really this project is producing one of the stand out open source games, I'm sure you'll all agree. Not that the game doesn't have weaknesses. A lack of really talented core developers mean features like destructible terrain and buildings (a feature found in the original 2D UFO games) is not currently possible. Such issues come down to the underlying technology which is built on an enhanced version of the Quake 2 source.



I'm sure there's some smaller game updates I'm forgetting, like perhaps Word War Vi 0.25 or Vacuum Magic 0.8 or Free Vikings 0.8 or something, but for the life of me I just can't seem to remember... *shrugs*



Early morning edit: just came across Open Simulator. Kinda WTF.



Post-early-morning-edit edit: aaaaaaahhhhh I remember now. The 3D Ultima Online client project Iris2 has a new stable release. Lots of improvements and it looks great. I wonder when the UO community will wake up and move over to an all-open-source platform. :-)

Interview: Ingo Ruhnke aka Grumbel

In the first of a new wave of Free Gamer content, Ingo Ruhnke aka Grumbel and one of the most prolific open source game developers around has kindly taken the time to do an interview.



Please note that Ingo's first language is not English, and I've not modified his answers in any way other than to sanitize links. I have made a few notes on his answers at the end of the interview. Many thanks to Ingo for taking time to answer my questions, especially in so much detail - much more than I could have hoped for! :-)



Just in case you left your brain at home today, the questions are bold and prefaced with a Q - and the answers, er, not bold with no Q.




Q. In my best Cilla Black accent, "What's yer name an' where d'ya come from?"


My Name is Ingo Ruhnke in the real world, on IRC and web forums I use to call myself Grumbel. I am coming from good old Germany from a town called Bielefeld:



http://en.wikipedia.org/wiki/Bielefeld_Conspiracy



Q. And what do you do for a living?


I am going to end my studies soon, not yet sure what I will do after that, I thought a bit about turning into the independent game business, but not sure if I will actually do it in the end.



Q. What is your favourite open source game(s)?


Adonthell, since it happens to be one of the very few open source games that actually has story, characters and dialog, it also happens to have the best music of any open source games rivaling even that of many commercial titles. The gameplay of the game is very basic, but story, characters and stuff are just so good that its simply not an issue. Its not the longest game around, but the most interesting one.



Q. What is your favourite commercial game(s)?


That would be Another World and The Longest Journey.



Another World because it was and still is absolutely revolutionary in so many aspects. Its a very short game, but one that basically never repeats, every moment in it is uniq, the story, even so told without a word is absolutely stunning and the polygon based 2D graphic was something very different then everything else at its time. Its a game that simply lacks what makes video games look like video games and instead turns them into an interactive experience. And as if that wouldn't be already enough, its also a game that got created from start to finish by only a single person.



The Longest Journey on the other side is much more a classical adventure game, but one of the best. It improved on what LucasArts did in terms of interface and added an epic sci-fi/fantasy story into the mix like there is no other. I like games that feature interesting characters and worlds and The Longest Journey simply has tons of both.



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


At the moment not much, I don't yet own any of the next generation
consoles (still waiting for a price cut on the XBox360) and there
simply aren't much more games coming out for the current generation.
So I am kind of stuck there. My PC also happens to be not in the shape
any more for commercial PC games and that Vista Beta I am running
beside my Linux isn't exactly in the best shape either. However I
recently replayed AstroBoy Omega factor on the GBA, since thats my
favorite game for that machine and I also plan to have a deeper look
into my linux version of X2 soon.



In terms of FLOSS I don't really play much of those at all, I enjoyed
Adonthell a lot, had some fun with Neverball, but beside that I am not
interesting in most of the games



Q. What open source games have you worked on, preferrably in chronological order?


Lets see if I can get that figured out without forgetting anything:



In the very beginning I did some C64 Basic and QBasic applications,
most playable was a simple clone of that motorcycle game of the Tron
movie, another thing was a labyrinth/dungeon game, but that never went
anywhere and didn't got finished. All that stuff is available on the
net, but not very interesting for most people I guess:



pingus.seul.org/~grumbel/...qbasic.html



After those I moved on to C++ and coded Retriever, it was meant to be
an adventure game and written under DOS with DJGPP and Allegro, it
never went beyond a little demo in which you could walk through a few
screen, but I am currently recycling a few of the concepts for
Windstille.



pingus.seul.org/~grumbel/...-retriever.png



Closely after Retriever came Vect, a simple vector graphics editor,
that might be used to create the graphics for Retriever. Its kind of
usable, but not exactly very confortable, it again was coded primary
for DOS with DJGPP and Allegro.



pingus.seul.org/~grumbel/...-vect2.png

pingus.seul.org/~grumbel/...-vect.png



Then I moved onto Linux and switched from Allegro to ClanLib, my first
game then happens to be Pingus, a rather straight forward Lemmings clone with penguins, its
quite playable, but to this day not exactly finished.



http://pingus.seul.org/



Sometimes after that I did a tiny little bit work on TuxRacer, nothing
big, just a script for Gimp to make level creation a bit easier, a few
levels and a few bug reports.



The next game that I wrote from scratch was Feuerkraft, it was
somewhat inspired by the old Amiga game Firepower, but not a direct
clone, it has plenty of influence from games such as GTA and Operation
Flashpoint, as with most of my stuff, I never really finished it.



http://www.nongnu.org/feuerkraft/

Feuerkraft on video.google.com



Sometimes in between I did start Advent, which was basically a rewrite
from Retriever. I was trying to give it a proper scripting interface
and make it properly extensible, which Retriever really wasn't. One of
the results was Cosmos, a little demo game build on top of the engine,
due to library and binary incompatibilities it however might no longer
be playable today:



http://www.seul.org/~grumbel/tmp/advent.new/



Then came Freecraft aka Stratagus, a real time strategy engine along
the lines of Warcraft2. Its again a project where I didn't really
contribute much and only joined in rather late. For most part I simply
organize the rename from Freecraft to Stratagus that was needed after
the cease and desist letter from Blizzard, I picked up the bits and
pieces, did a new webpage and some stuff like that. I didn't ever
touch the engine itself.



http://www.stratagus.org/



In the follow up of the Stratagus rename came Robovasion, it was meant
as a little demo game to show that Stratagus can be used for other
games beside Warcraft2. While the basic design got quite finished, it
never got properly implemented due to some missing core features in
Stratagus. Since in the meantime there followed other games that made
use of Stratagus as an engine there soon was no longer a need for
Robovasion, so it never got finished.



http://www.nongnu.org/robovasion/



Construo is again a project I started myself and did most of the
coding. Its a simple particle+spring engine/editor, the game doesn't
have any goals, its more like LEGO bricks where you can just toy
around with and build your own stuff. Its one of the few games I did
that ever become fully playable, its not 100% feature complete, but
what it does, it does quite well:



http://www.nongnu.org/construo/



Sometime after that came Windstille, it started as a little recreation
of Turrican style gameplay, but soon moved on to became something very
different. A little demo with Turrican style gameplay was however
released:



Windstille on video.google.com



netPanzer was kind of interesting, one day I got a email of one of the
original creators who asked me if I had some use for the code in
Feuerkraft, since Feuerkraft was a 2D action game, not a stratagey one
I declined. Since the netPanzer project didn't went anyway after a
year I contacted them again if they still want to do anything with the
code, they agreed that it would be ok to OpenSource it and so I build
a little webpage and announced it on happypenguin.org. Soon after the
announcement was done some people picked it up and ported it to Linux,
I again didn't really touch much of the code, but simply did a bit
organisation here and there.

http://netpanzer.berlios.de



A while after that Happypenguin GoTM was born, it was a project meant
to pick every month a open source game and improve some key aspects
of it. We started with SuperTux and joined an already ongoing effort
to bring the old SuperTux into a clean shape. I did most of the
graphics, some code and around half of the levels of the reborn
SuperTux Milestone1.



http://www.happypenguin.org/forums/viewtopic.php?t=1243

http://supertux.lethargik.org



After SuperTux was done, some people moved on to TuxKart, we didn't
manage to turn it into a playable game and had to fork it due to some
issues, but plenty of new graphics got done and some unfinished
improvements where done. A while after the SuperTuxKart code was
picked up by some other people and the project is quite alive know
gain:



http://supertuxkart.berlios.de/



Then GotM picked LinCity and we gave that game some new graphics and
user interface, I modeled most of the 3D buildings, while other people
worked on the code and interface graphics. The project got mostly
finished, however I still consider it a failure since one of the key
problems wasn't addressed, namely the game still misses a proper
tutorial and some game elements just don't make any sense.



Windstille also got picked up by GotM, while we didn't manage a
release, it got a large over vault and its the game that I am
currently still working on. Beside from that I am also a little bit
working on getting SuperTux Milestone2 done.



Q. Of the above, do you have a favourite?


Construo is probably my best game that nobody knows about, its plain
and simple and actually fun to play, while many of the other projects
never went that far and got stuck somewhere earlier. It happens to be
the only of my games that I can actually enjoy playing. Beside from
that there is also Windstille, since that game is in some part based
on Retriever and I am kind of working on it for like 10 years I have
grown pretty attached to it.



Q. What attracted you to developing & contributing to open source
games rather than selling your efforts as shareware or commercial
titles?


Rather simple: Money means trouble, no money means a smooth ride. If I
open source it I don't have to care about advertising, publishers and
whatever, I can simply concentrate on the game and do whatever I like
instead of trying to figure out what would actually sell. Open Source
also gives the freedom to recycle bits and pieces from other project
much easier. Its also much easier to accept contributions when no
money is involved.



That said, all this is of course only true as long as you don't need
the money and do it in your spare time, when you actually want to make
a living out of writing games Open Source doesn't seem to be much of a
good choice.



Q. From your experiences, what would you say are the best tips for
making a successful open source game?


I think the by far two most important things are this:



Figure out what exactly you want to do before announcing the game to
the public. Sounds simple, but many Open Source games completly fail
on that, people tweak around an engine for month and years without
anybody having a clue where the whole game is actually going. So they
never really go anywhere with their project, but just running around
in circles forever.



Don't expect anybody else to help you, be prepared to do everything
yourself. When you do a Open Source game you won't magically get
contributions, you might get none at all, so you shouldn't depend on
them to get the job done, but instead be prepared to do everything
yourself.



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


One simple rule would be to not start a new project, ever. Try to join
one of the already ongoing Open Source projects, if you don't see them
going anywhere, hijack them and give them some direction. A goalless
project can often be very easily turned into a different direction, it
just requires that you actually know exactly where you want to be
going.



Another thing: Don't aim to low. Of course you shouldn't try to do
Doom3 when you don't have a clue about 3D programming, but there
simply isn't a need for yet another Tetris clone, we have by far
enough of that. If you try something new, try to actually make
something new, don't just recreate something for which there already
exist dozens of recreations.



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

Liquidwar, that game has a pretty cool concept, but rather ugly
interface and graphics, it could definitvly need some additional
polish and improvements.



My favorite Adonthell also needs a new release, it has been going
forward very slowly in the last years and could definitvly need a
solid push.



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?


I currently do a lot of work on Windstille, a lot of which actually
isn't even very relevant to the game itself (i.e. history, ship
design, etc.). I am more or less trying to create a little universe
instead of just what I would need for a simple 2D action adventure.
If I ever get done with Windstille itself, I probably turn some of
that additional material into a game of its own. One thing I always
wanted to do was a realistic mech simulation, kind of an Operation
Flashpoint in space type of game. However knowing that such a game
would require a loooonnnggg time I prefer to stick for the moment with
my simple 2D game in the Windstille universe, since even that is
already hard enough of a thing to get done.




Interview Notes



Back From The Dead

A nice suprise today with major updates to two games that I'd have expected to fall into the common void of obscurity that engulfs most inactive FOSS games.

Open Outcast made their inaugral release, the culmination of 3 years of work on the project. So go grab their first tech demo and see what all the fuss is about. :-)

Also it seems Crown & Cutlass is veering back on course; there's a [fairly new] developer blog showing plenty of development activity. They are busy rewriting the game, taking into account the usual lessons learnt when programming significant software like a game, so hopefully this visible activity will result in an update for us to marvel at and enjoy.

Finally there's the 1.1.0 release of Lincity-NG, which doesn't seem to have major changes but should bring with it the usual incremental improvements FOSS game updates enjoy.

Back to my holiday. :-)