Showing posts with label pingus. Show all posts
Showing posts with label pingus. Show all posts

Freeciv 2.1beta6 Grips

Since I'm a bit tight on time today I'm just going to post a few gripes I have with Freeciv 2.1beta6. Don't get me wrong, I think this is shaping up to be a really, really nice game, but the SDL interface has some very annoying usability issues to address.



  • If you run it in windowed mode, you can't resize the game by resizing the window. The game display logic should be independent of the resolution, an absraction that many games fail to make.

  • Auto-scrolling is annoying. It is especially annoying when playing in windowed mode when you are often moving the mouse cursor in and out of the game window. It would be better to scroll when pressing the right-mouse-button since the RMB is already used for manual movement.

  • There is no UI to save/load games in the SDL client. A work around is to open a chat dialog and use the /save and /load commands.

  • Freeciv dialogs have a red X with the tooltip "Cancel" to close them. Not only is 'cancel' a horrible word - implies losing any changes but it simply leaves the dialog - it is also innaccurate. "Close Dialog" is better. A better icon may be the circular arrow commonly used to represent returning to a previous screen.

  • There's no option to undo changes in a city dialog. Combine this with the "Cancel" situation and you have a very confusing UI.

  • If you click on a group of units, a unit selection dialog pops up. If you the do an action with already-selected unit and the dialog does not close itself.

  • I could see no obvious way to end the turn with the mouse - annoying for a mouse-driven game. After being told there is, I looked a bit harder. It's an icon on the minimap panel, alongside various information icons. Hardly obvious - in a heavilty iconified UI like Freeciv SDL is aspiring to be, placing is important. They need to think a bit harder about this one. I would have placed it somewhere at the top near where the year is displayed since the turn and the game year are strongly associated and importantly you won't be clicking on it by accident if it is up there (something easy to do currently as a small icon placed amongst a bunch of other small icons).


There are many positives to this Freeciv update, too many to mention. Lovely graphics, much more stable, classic-yet-balanced Civ gameplay. Freeciv 2.1 is going to be a showcase Free Software game.



I also downloaded the 0.7.0 release of Pingus. It's shaping up nicely although some of the sounds fail to capture the cuteness of Lemmings. It was solid though.

Revival of the fittest - sourcing art

Pingus 0.7.0 is available for download. With revival work complete, Pingus now uses SDL and comes with lovel anti-aliased fonts. There's no new levels yet but with development seemingly back on track hopefully the level editor will return and some good levelsets will get contributed. It has a lot of potential as a game because the Lemmings series kinda, well, was more fun when it was 2D. If enough level makers could get together, I'd love to see a release inspired by "Oh no! More Lemmings" which was my favourite of the series and also incredibly challenging.



Another game with a major update is Egoboo Resurrection. There is a new fully working music system and major graphic enchancements - antialasing, shading, dithering and prespective correction all supported. (A long list of buzz words there.) Most importantly the lead developer Zefz is trying to get the game in SVN so others can contribute more easily and, speaking of contributions, somebody is already having a crack at porting it to Linux. At the moment it's only available as a Linux download but "watch this space". Well, not that precise space as that'll only ever say "watch this space". But in a more abstract sense I will hopefully be able to report a Linux port in the near future. ;-)



My post the other day, "Free this free that O_o" (catchy title eh?) sparked a lot of debate about the need for consolidation of Free Software game development efforts. You can read it there so I won't repeat it all, but one comment did make me think and it is something I had thought about in the past as well - there is a tremendous amount of artistic and game design talent poured into making mods for commercial games. Whilst this comes good if the engine subsequently becomes open source (think Tremulous, World of Padman, and other iD game mods) there are many more examples where the game engine remains closed source. Take Air Buccaneers for example. It's a jaw dropping mod for UT2004. What a shame it will only ever be a mod for a commercial game. Could these mods be a source of art if we proactively approach projects asking them to make their efforts Freely available? Maybe it could just work...



One of the productive conversations spawned by the above debate was the notion of a common media project. Take a target genre - Ben (the thread poster) suggested fantasy - and develop a set of decent media for it that games can use as a base before branching out in their own artistic direction. I think it's a great idea.



Also there was a desire for a good quality Free art portal - there are already several efforts but they seem to just fail to capture the niche, to become that place that people say, "Hey, this is a great resource for good Free art!" Is a new one needed? A new idea, a new design? Or maybe just identify the best efforts and back them unequivocably to get the word out there? This is also something Ben touched on... it'll be interesting to see where it goes. There's already a lot of information collecting in the Game Media Creation section of the Free Game Dev forums.



One thing is for sure - the forums at www.freegamedev.net have proved there is a need for a consolidated Free game development community that was not previously being filled and there is a desire to provide a nexus where Free game developers can work together instead of in their disjoint and often isolated worlds that currently populate the open source game universe.

Testing Testing Testing

200 posts to this blog now. :-)




Pingus


Pingus revival efforts are looking for bug testers. That means we can expect a new Pingus release soon, and even sooner if you head over there and help test it.



Also looking for testers is iteam, the Gunbound/Worms clone. Test packages are avaialabe for Windows and Ubuntu. Links and compilation instructions can be found in the Ubuntu forums thread where the game concept was originally incepted.



There's another snapshot release of JCRPG too, which has very lovely foilage lately. Now a few modellers have started contributing to the project so in the next few weeks hopefully we'll see a bit more gameplay development and perhaps the beginnings of the first game to use JCRPG which itself is a framework project for creating classic RPGs.



Somebody commented on yesterday's article that perhaps the Flightgear team should be avoiding the version number 0.9.11 given that the game is a flight sim. What do you think?

More on CSPop

A while ago I mentioned cspop, a 3D populus clone. Whilst the game itself hasn't yet gotten a website - the author is waiting until it's playable before really marketing it - there has been progress:





CSPop


Work is still going on on the project, it is quite advanced already, but still some work on ui and some finishes on logic are needed to consider it playable.


Anyway I have a couple of EXCLUSIVE screenshots - to be seen nowhere else on the web. (Oh yeah, I make blogging sound more like magazine writing every day!) This is a very exciting looking project and I'm hopeful that it'll be "out there" sooner rather than later.



The daring can grab it from SVN. You'll need Crystal Space and CEL too. :-)



Speaking of exciting projects linked to Crystal Space, there's more details on Project Apricot following a CS conference last month. Project Apricot is going to be a high profile effort to create an open source game using Blender and Crystal Space.



Pingus revival efforts seem to have made some headway but there's still a few tasks left to do before it gets "re-released" as a more manageable project i.e. no new features yet but [supposedly] more maintainable code so less chance of it stagnating again and a greater likelihood of new features / levels in the future.



Something like that. ;-)

Counting the Days

I dunno what happened yesterday. A combination of not-much-happening and being-very-busy I guess.



I wish SuperTuxKart 0.3 would come out, and FreeCiv 2.1, and SuperTux 0.4, and a bunch of other games that are close to release but just are taking ages to get over their respective hurdles.



Promisingly there's quite a bit of movement on the Pingus revival. People are working on an SDL port for it and it's mostly back to it's previously released state of the Lemmings-like game. The number of interested contributors bodes well for future development which may see a decent level editor among other cute features. For more information the best place is probably the Pingus forum.



Development of Mars: Land of No Mercy continues at a steady pace. There's plenty of new graphics going into the next version of the game which may also be playable in a tech demo kinda way. I was trying to post a sceenshot to give readers an idea of what the game is going to be like, but my current location has such a poor net connection that it can't upload to blogger. Anyway, the game is 2D isometric mech turn-based strategy.



Pi Armada, a Wing Commander Armada clone, has a new project lead. His first priority is to make it work on Linux and Macs since currently Pi Armada only runs on Windows. Since it uses Python/Pygame and Vega Strike, all of which are cross platform, porting shouldn't be too tricky. It's quite impressive how games are based on the VS engine.



Anyway, I'm going to go back to day dreaming. May I return with more newsworthy content tomorrow... ? ;-)

Oh No More Pingus!

I'm happy today. No, not just because Arsenal signed a quality striker, but also because it looks like a Pingus revival is on the cards. :-)



The game has been mostly ported to SDL but the SDL port is unplayable. The stable version depends on the aged and not well supported Clanlib 0.6 and it seems there is not enough interest or expertise in upgrading Pingus to Clanlib 0.8 which was released earlier this year. Anyway, a few people have expressed interest in working on the codebase so we can only hope that interest can be turned into tangible progress.



JCRPG continues to get new features, now featuring day and night cycles among other things. If that project keeps up the current development pace we'll have a tidy game come out of the JCRPG framework before the end of the year.



Orbiter. A mature 3D project for contemporary space flight simulation. No explosions.



Snowball is an interesting looking platform game. No development for two years but perhaps it does not need it? Next development is "on ice" - I'm going to inquire to see if that is still the case.



I'm running a little experiment in the FG forums. I've set up Project Open - a place to organise efforts for open sourcing games that would benefit from it, essentially freeware and abandonware games. I'm not going to make much of it until I've managed to successfully encourage somebody to open up their game, but the idea was not mine so it is obvious that there is a desire for this.

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



Can You Say Revival

The Widelands team put out a release candidate for their next release, Widelands build10, of their Settlers II inspired game. Check it out!



Egoboo



Now who remembers Egoboo? Or the continuation effort that fizzled out? You know, the cutesy 3D roguelike where your characters waddled around? Well, there's a new place to go for Egoboo development. Several individual efforts have been released and now those efforts are being combined. The most notable ones are Egoboo 2.2.4 and Egoboo++. Hopefully we will see a new release in very near future. :-)



Pingus, the Lemmings clone with penguins, which seemed to have died a death at version 0.6.0 - which was a promising release as well with a nice playable tutorial island - has seen development restart. The original developer, and general FLOSS game hero, grumbel has been working on porting Pingus to SDL away from Clanlib. Whether this work will culminate in a release any time soon is another matter, but it is always nice to see forward motion.



netPanzer



The community for netPanzer, the formerly-commercial-now-GPL RTS, seem to be attempting to revive interest in the game. A new community site and resource site have cropped up and activity is high. Maybe development will restart?



Another project that is threatening to revive itself is Transport Empire. I have been very vocal in my criticism on the tt-forums of the bureaucratic approach that has strangled any intended development. One of the developers has had enough too and announced a simple cut-the-crap code-first approach to make the game happen, because discussions and design documents and fine-detail-planning had drowned any previous attempts.



The exciting freeware RTS project 0 A.D., in development for over 3 years so far, has a newish gameplay video up on their site. Check it out, it looks so cool. I wish they would release a demo but patience is a virtue and this game will be a scorcher when it is eventually released. Still, the lengthy development process is frustrating some fans, to which one of the developers made this rather poignant response which is worth a read if you [as a player] want to understand what free/Free game developers go through.



I'm going to have to stop there before this becomes an essay.



Music tip:

Precioso & Libex - Xperimental Scratch

New Releases on the Horizon

There are imminent releases for OpenCity and Pingus.



OpenCity 0.0.4beta is looking a lot more playable than it's version number suggests with the TODO looking like 0.0.5 will contain most elements you'd expect in a city simulation game.



Pingus will probably be a 0.7 alpha release because the project is struggling for developers and Pingus 0.6 is getting withdrawn from distros as it needs the deprecated Clanlib 0.6 to run. It'd be nice to see a new Pingus release since the game is pretty much there, it just needs a few more levels and a tiny bit of polishing and it'll be better than the original Lemmings titles.



SuperTuxKart 0.2rc1 is available for download. There's been a lot of code activity so I'm waiting on the next rc to try it out although I think you need a good PC to play it - I've heard a few murmours that the graphics engine really needs optimising.



Enough of games that are gearing up to releases, there was a new game announced on the Linux Game Tome: Max Fighter, a 2D shooter with a strong asteroids influence. It's got nice graphics and is quite fun but the gameplay quickly becomes very repetitive and it's nowhere near as addictive as SolarWolf nor has the depth of Chromium BSU. It was also very choppy / low fps on my 1ghz laptop. In times of CPU/GPU affluence it seems that increasingly developers are caring less about optimising their games.

Clanlib update, Pingus to follow?

Recently the ClanLib team released version 0.8.0 upon the indie game development world. This "game SDK" boasts an impressive number of games built using it, and one of the more notable ones is Pingus.

Pingus Level

Pingus Tutorial Island

Peng2illa
Pingus, many may recall, is a Lemmings clone, except we watch lots of penguins die instead of lemmings. The last release, 0.6, shows so much promise - it's stable and playable and comes with a tutorial set of levels (tutorials == good) presented nicely on an island. Sadly, it seems that development has somewhat ceased. From memory and list archive perusal, issues with ClanLib changes [from ClanLib 0.6 to the then-unstable 0.7] was hindering progress. I'm very hopeful that, now ClanLib 0.8 is out, development might resume and a release with more levels and depth can rekindle the project.

Another cool ClanLib-based game is Peng2illa. This circular pong-on-rails game is very good looking and about as fun as pong can be.

Sadly many of the games in the ClanLib list are either obselete or their development has stalled. Feuerkraft is one such example of any exciting game whose author, the prolific grumbel, has not had time for in the last few years which is a shame because it looks like it could be so cool if it was developed a bit more.