Showing posts with label 2d. Show all posts
Showing posts with label 2d. Show all posts

Project Leadership & Management in Free, Open Source Games

Both 0 A.D. and Unknown Horizons experience a change in leadership!

For 0 A.D., Erik Johansson steps down from project leadership and Michael D. Hafer assumes that role.

In Unknown Horizons, Nightraven steps back and Kilian fills the project management role.

Leadership in free and open source game projects is an exciting topic with much opinion about which style will lead to a successful game - whatever the subject's definition of "success" is - and too few examples to make objective statements about it.

Are you following any specific projects and their leadership structures an want to comment on these? I must admit that I am out of the loop with many, many projects, although I am pretty sure that for example Flare, NAEV and Valyria Tear have (successful) Benevolent Dictator for Life style leadership.

On related note: FIFE (the isometric 2d engine used by Unknown Horizons) moved to GitHub.

Bushido Blocks: Slicing Puzzle

Bushido Blocks is a puzzle game for Android under GPL license,  inspired by block-bashing games such as Bejeweled, Diamond Dash and Tap Blox.

Bushido Blocks Screenshots


Tap matches of three or more blocks to slice them with your katana. The more blocks you can slice in one go, the more time you gain on the clock. Special blocks eliminate whole rows of blocks but don't give you any extra time, so use them wisely.
Links:



Code License: GPL
Content License: Unknown

2x0ng: Procedural Puzzle-Action Adventure

Retro and art-game fans will love this.

2x0ng is a challenging action/puzzle game with procedurally generated levels. It is pronounced "TWO-zong", and is the sequel to David O'Toole's 2009 PC puzzler Xong.



2x0ng framebuffer examples


At its core, this game is a mashup. 2x0ng's design is a nonlinear combination of several different late 70s/early 80s home video games, combining related aspects of each into something new. In 2x0ng, you move a guy around the screen and shoot at enemies in all directions, as in Berzerk. The ball you throw ricochets and comes back to you, like in Tron Deadly Discs. You break colored bricks with the ball, like in Breakout. You transfer colors from one place to another in order to complete the level, similar to Revenge Of The Beefsteak Tomatoes. 
To reach the next level, you must successively unlock new areas by opening color-coded gates in the correct order. The levels are procedurally generated, so the game experience is different each time. Later levels are much larger than the screen, and feature substantially more moving/colliding objects than would have been possible in a real home video game from that era.



Downloads:
More links:

Code License
: GPLv3
Content License: CC-BY-SA 3.0

The Castle Doctrine: New Jason Rohrer MMO

Jason Rohrer is a quite controversial independent game developer with a track record of thought provoking games. His latest offering (in alpha state for 50% off sale with public domain source code included) The Castle Doctrine is a MMO about "burglary and home defense". Better than I could do it here shortly, these two (1, 2) articles give you an idea what the game is about.

Build defenses to protect your family or is it just another puzzle to solve?
The interesting twist is that you are (can be?) both a home intruder and responsible for building defenses for your own home. In a sense it is thus a player created puzzle solving game if you look at it from a more game design (abstract) point of view. It however also rises some ethical questions about how you deal with the theme of the arms race between intruders and home defenders. In either way, it sounds like a fun game though :)

On an unrelated note, one of the guys behind last year's successful FOSS board game Kickstarter project A Las Barricadas, is now looking for financial subscriptions for him to create more FOSS art (CC-by) and to take some art classes the same time. If that sounds like a good way to spend your hard earned cash, check out some of his previous works here.

Are We Alone? Atmospheric 2D

Are We Alone screenshot: Safe on Earth


Are We Alone - a space game where you travel from planet to planet, between star systems in search of intelligent life - has been released on Github under MIT license.

It was made for Ludum Dare 22 "alone" and is a quite atmospheric piece.

Code License: MIT
Content License: Unknown

Shunned Survivor: MMORTS Tower Defense

Defending your outpost in Shunned Survivor

Shunned Survivor is one of the entries for PyWeek #15 September 2012 "One Way Trip".

In the genre mix between MMORTS, city building, economy simulation and tower defense game, you control an exiled human, with the apparent goal to get back to earth.

The interaction with other players is quite indirect. You can attack other player's bases and win the "data" resource this way, which you need to perform "research" actions. However, defeating a base does not change it, you simply get the reward and can attack again.


Shunned Survivor Server map


While researching, however, you need to perform in a tower defense minigame, during which your defensive towers can be destroyed. If you succeed, the research was successful. If not, you have to enforce your defenses and try again.

Even though quite a bit of the gameplay time is spent on waiting for resources to be generated by the various resource gathering buildings, I find this game very entertaining and highly recommend you to give it a try.

Code License: CC0
Content License: CC0

Erebus RPG for Desktop, Tablet and Smartphone


Erebus is a hack & slash role-playing game under heavy development, yet playable with currently three missions.

Features:
  • Classic point-n-click style RPG, with dungeons to explore, enemies to fight, NPCs to talk to, sub-quests to complete, scenery to interact with, weapons, treasure and other items to find.
  • Also supports Rogue-like keyboard controls.
  • Multiple quests (currently three, more will be added as development progresses!)
  • Choice of starting characters (currently Barbarian, Elf, Halfling, Ranger, Warrior).
  • Start straight into the action - none of this "For your first quest, please find your next door neighbour's pet cat".
  • Vector-based world rather than tile-based - so items/scenery can be placed in any position, or aligned in any direction.
  • 2D animated graphics, with zoom in/out, and lighting effects.
  • Completely free and Open Source - no ads, unlike many free Android apps.
  • User interface optimised to work with mouse, keyboard and/or touchscreen.
  • Cross-platform - available for Windows, Linux, Nokia Symbian and Android devices.

Code License: GPLv3+
Content License: Various (Most DFSG approved, CC-BY 2.x might be problematic)

Free Orion 0.4.2

A few day ago a much improved version of the 4X space strategy game FreeOrion was released. Check out this cool set of introduction videos (Part 1, 2, 3):



Most notable additons:
  • Very much improved, non-cheating AI. Sometimes experienced 4X players loose.
  • Many GUI enhancements and shortcuts.
  • Galactopedia expanded with game mechanics articles and many cross-links.
  • Batch production of ships now possible.
  • Improved sitrep notifications
  • Reworked stealth and detection
  • Almost everything has been enhanced, reworked, and better balanced.
So go and kick some alien butt ;)

Gigalomania, LPC and updates

Some of you might remember Mega Lo Mania back from the days when you could be amazed by PC speaker voice output... so if you spend way too much of your childhood playing that game (like me) you should probably stay clear of the FOSS remake called Gigalomania!
Gigalomania now using LPC sprites
As the creator recently stated, it now uses the cool Liberated Pixels Cup contest sprites, but there is still the need to replace the castle graphics with nicer ones. Maybe *you* can help out with that?

On a related note, the LPC coding results are finally in, congratulations to the winners! I hope Bart will make a nice review on the quite awesome games here on FG soon.

Other recent updates not to be missed:
That's all for now :)


Winter Shorts 3: PyWeek #16 in April, Rainbow Rooms, Valyria Tear on OS X

PyWeek #16 in April

PyWeek logo

PyWeek is a game jam that obviously goes on for one week and requires the use of Python. It takes place online and there are overall winners in team and solo categories, as well as awards. The dates of the 16th PyWeek challenge are 00:00 UTC April 14, 2013 to 00:00 UTC April 21, 2013. Registration opens on 15. March 2013.

There is a message board for the community and there are interesting methods to publish Python games as HTML/JavaScript using pyjs, as demonstrated by the PyWeek #15 entry Kaos.

License Requirements: At least Shared Source required. Free software licenses recommended.

PyWeek #15 Entry: Rainbow Rooms


Rainbow Rooms is a physical-nonsense-maze puzzle game based on libtcod.

Various fonts are being used, some of which might be problematic license-wise for including in for example Debian's official repositories but it should be possible to replace them in less than two hours including research and documentation.

Code License: GPLv2
Content License: Unclear

Valyria Tear: "Final Release of Half-Episode I"

New Valyria Tear GUI screens

Valyria Tear Half-Episode I has been released, which I suppose we can take as 50% of Episode I's acts being complete.

The release brings new graphical interfaces and development is ongoing.

An OS X version can now also be grabbed from the OSX thread.

Code License: GPLv2
Content License: Various (DFSG approved)

Winter Shorts 2: Physica, SkyRiot, OpenMW



Physica screenshots


Physica is a very simple casual platformer game where the goal is to drive a square through game levels from its starting position to his goal, avoiding hazards and without falling down.

SkyRiot screens

SkyRiot is available for free for Android on Google Play and was released under open source and free content licenses on SourceForge.net [forum post].
SkyRiot is a 2D flying shooting platform action game for Android devices. Fly a hoverboard and use an assortment of weaponry as you, an anarchist, single-handedly wage war against a totalitarian regime. Full 360-degree aiming along with total freedom of movement will keep you glued to your device for many hours as you blast your way across over 10 game maps.




OpenMW 0.21.0 has been released. Changelog:
  • Various dialogue, trading, and disposition fixes and improvements
  • Torch flickering improved to better match vanilla Morrowind
  • Fix for attribute fluctuation when infected with Ash Woe Blight
  • Adjusted activation range to better match vanilla Morrowind
  • Fixes for the Journal UI
  • Fixed crash caused by Golden Saint models
  • Fix for beast races being able to wear shoes
  • Fix for background music not playing
  • Fix for meshes without certain node names not being loaded
  • Fix for incorrect terrain shape on inital cell load
  • Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
  • Added video playback
  • Added support for escape sequences in message box and dialogue text
  • Added AI related script functions, note that AI is not functional yet
  • Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
  • Implemented execution of scripts of objects in containers/inventories in active cells
  • Cell loading performance improvements
  • Removed broken GMST contamination fixing mechanism

Winter Shorts 1: Word War Vi Laser Edition, Space Nerds in Space

SNiS Engineering screen
Stephen Cameron, one of my personal heroes of game development (Be The Wumpus), made Word War Vi support color laser projectors using the openlase library [blog post].


Another project that our forum users were allowed to follow in this thread is Space Nerds in Space:

So this game (when it becomes a game) is very much inspired by Artemis Spaceship Bridge Simulator
See: artemis.eochu.com The idea is you have a game which is played much as the actors in the Star Trek TV series played their roles on the bridge of the Starship Enterprise. There are a number of "stations": Navigation, Weapons, Science, Communications, etc. and each player assumes that role. Each station has it's own laptop or other computer which communicates via network to a central server which simulates the game universe. So it's kind of a cooperative multiplayer network game... No reason not to have multiple teams in multiple starships inhabiting the same server/universe either cooperating or doing battle.
Mine is different than Artemis Spaceship Bridge Simulator in that it is:
GPL'ed.
Linux/gtk
Probably uglier (lol).
Probably more scalable (yay vector graphics.)
Not even close to finished.


It will probably be a while until I'm in a room with enough Linux users to test play this game but when the time comes, I shall be prepared!

To unknown horizons to forge worlds...

I totally missed the rather big update of Unknown Horizons at the end of last month. The changes/updates are summarized by them as following:
  • Completely new tileset
  • New buildings: alvearies, barracks, blender, cocoa field, doctor, herbary, lookout, pastry shop, spice field, vineyard, vintner
  • Many new graphics for existing buildings
  • AI can now handle war and diplomacy
  • Vast performance improvements
  • New music track: Battle
  • Tons of bug fixes
  • Updated translations
  • Much, much more
Yesterday there was also a new 0.7.0 release of the 3D Worldforge client Ember:
Worldforge 3D client Ember 0.7.0
Graphics are starting to look rather nice, right?

Last but not least,the recently open-sourced AgentKeeper got a dedicated sub-forum on our messageboards and is looking for contributors:



So, if you want to help out with this brand new jMonkey powered dungeon tycoon game, check out this nice list of video tutorials.

Various follow-ups

First off as a rather fast follow up on the last post:
Otherwise, as previously mentioned, Garage Games has now also released their 2D game framework under the MIT license:



Their 3D game engine also saw some nice updates lately, however sadly their crowd funding push to port Torque3D to Linux fell (not totally unsurprisingly) short of their 30,000$ mark (with about 10,000$ pledged).
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