Support the development of the Terra Centauri RTS

Not exactly hot of the press, but the developer behind the MegaGlest based RTS Annex: Conquer the world has started a new project:
In a lonely planet circulating a distant star, a war of survival rages on. There a sentient race, the Valkyries struggle to protect their world and themselves against the parasitic organisms Devourers. Explore large maps for resources, treasure, and other advantages to fight back the relentless horde of Devourers.

Terra Centauri: The Last Stand is a new unique MG based game. While game shares a similar art style to Annex, this game has radically different gameplay and much higher quality models.



He is also running a funding campaign on Patreon and you can give feedback on the Megaglest forums.

Speaking of Megaglest: while development has slowed down a bit lately, the work on the CE-GUI based new menu and HUD is looking great.

Duck Marines, FOSS remake of ChuChu Rocket

Thanks to Tangram Games for pointing out to us that they just released version 1.0 of their local multiplayer game Duck Marines.

They describe it as:
Duck Marines is a cross-platform free software PC remake of Sonic Team’s ChuChu Rocket.
Duck Marines attempts to recreate the magic from the local multiplayer of ChuChu Rocket while adding new elements like mini games, a level editor, colorful pixel art and more.
But see for yourself:



For those not familiar with the original on the Dreamcast here is a small description of the gameplay:
The goal of the game is to get as many ducks into the submarine of your color. Gray ducks give you one point, gold ducks give multiple points and pink ducks will trigger an event or mini game.
Guide the ducks towards your submarine by placing arrows on the ground. When walking over an arrow ducks will instead walk in the direction the arrow is pointing.
Beware of the blue predators. Predators love to eat ducks and will kill a large number of your ducks if they reach your submarine. Try instead to guide the predators to the other players’ submarines using your arrows.
Source-code (zlib) can be found here, assets are licensed under the CC-by-NC-SA/ND. Build with the great Lua 2D game framework LÖVE by the way.

DevCorner: GameDevelop goes open-source

Thanks to GamingOnLinux for pointing out that this crossplattform *no-programming* 2D game development suite has gone fully FOSS.
It can export games to HTML5 and native code (x86 Linux and Windows).

Read the original announcement here. The github repository is here.

License infos:
  • The IDE (in the IDE folder) is licensed with GPL v3. 
  • The Core library, the native and HTML5 platforms (respectively Core, GDCpp and GDJS folders) are LGPL v3. 
  • Extensions (in the Extensions folder) are using zlib/libpng license. 
  • The name, Game Develop, and its logo are the exclusive property of Florian Rival.
Here is a small video to get you started:


& you can find some example games here.
----
By the way: I also recommend to have another look at the Godot engine which has had many improvements since it became open-source a few months ago.

Winner of the Linux Game Awards PotM July 2014 announced!

See full announcement here.



Congrats to Unvanquished, they are doing a great job for sure!

While they won by a clear lead, the follow-up projects are also very much worth mentioning:

May the source be with you

I'm a big advocate of the phrase, "Release Early, Release Often." I think it is by far the best way to keep or gain community interest in a project.

Of course, that simple phrase doesn't quite sum up what you actually must do - simply uploading a release and announcing it on your mailing list is unlikely to attract interest. For example, who knew about Lincity-NG 2.9beta in lieu of the intended Lincity-NG 3.0?

Lincity-NG is in a bit of a mini-crisis. A victim of the shutdown of the Berlios developer services, all the web material is in a bit of a mess. Its home page is now on fedorahosted.org but still links back to the defunct Berlios page. There are entries on Google Code and Github that are up to date with the source, as well as an imported Sourceforge project* which is the only place you can currently find the beta, however all are unofficial / back up for now.

(* Not to be confused with this redundant redundant project)

Another game project which suffered was Battles of Antargis. It has re-emerged on Github and development seems to have resumed with C++ replacing the Ruby bits which previously encumbered the game. For a web presence, you have to use the Internet archive for its old Berlios page or external sites e.g. the LGBD entry or on Libregamewiki.

Battles of Antargis
It's not just Berlios that throws a spanner in people's works. Sourceforge has setback the oft-setback Extreme Tux Racer by closing down their hosted apps. The main communication medium was phpBB but now it is completely gone. They did manage to get an updated 0.6.0 release online before this, at least.

Since there doesn't appear to be any project communication channel for ETR, I have contacted them suggesting a FreeGameDev forum.

Speaking of FGD forums, there's plenty of activity amongst the projects there. Stunt Rally continues to gain more strings to its bow. Sci-fi hovercrafts! That ought to be interesting. Despite being one of the prettiest open source games and incredibly put together almost by one person, CryHam - well, not quite; it took VDrift's physics and Ogre3D's jazz - the project doesn't seem to get the attention it deserves.

Sci-fi overcrafts now in Stunty Rally
You can browse the tracks online. Check out this fun looking track with pyramids and chasms galore.

Another project gaining momentum is OpenDungeons. It's had its ups and downs, but seems to have gotten its footing now with regular test releases and several active contributors. The new website is coming along, but more importantly so is the game as especially Yohann Ferreira aka Bertram (of Valyria Tear fame) has come in and steadied the ship. I look forward to seeing creatures like this golem trudging dark, damp and dangerous dungeon corridors.

Of course the reality of open source game development is that it is not an overnight job. It takes years of perseverance to realise the goals of many projects. Over the course of that time, occasionally the rug may get pulled from under you. You just have to be prepared to dust yourself off, get up, and keep going.

Or you could just call it quits.

OpenRA also has a new release


OpenRA is a Free Software recreation of the famed Command & Conquer engine, and it aims to support and enhance all Westwood games originally built upon it, namely Tiberian Dawn, Red Alert, and Dune 2000. However, unlike most engine remakes, OpenRA isn't a simple 1:1 recreation with a little streamlining here and there, as the project also aims to optimize and rebalance the gameplay for purposes of online multiplayer. The project has recently released the latest stable version, fixing a lot of bugs and adding plenty of new features, as seen on the following release trailer:




Interestingly enough, in order to play all the games supported by OpenRA, you are not forced to own an original copy of any, given that all three ones were released gratis a few years ago. Though the package comes without any of this data, it immediately invites the player to download it from the project's own repositories, thus making all the games readily available to play.

The campaign mode is still not fully supported by OpenRA, with only some missions available for playing and no cinematics support at all, but we can only hope this will change in the future. In the meantime, you're free to enjoy all the supported games in skirmish mode, or play online against friends. So here's to the OpenRA team, and keep up the good work.

Code license: GPLv3
Assets license: Free-as-in-beer (available gratis, but still subject to copyright, as the C&C franchise is still intellectual property currently owned by EA)

YSoccer out of Beta

Since football is all the rage right now - unless you are hiding under a rock then you can't have escaped the World Cup - then a little bit of football game news seems appropriate!

The game formerly known as Yoda Soccer has left beta and been unleashed upon the classic pixel soccer game world as YSoccer.

YSoccer version 14

If you never played Sensible Soccer, then you may not yet get what the fuss is all about - if that's the case then you should download it and give it a try!

Sadly football games are a little under served in the open source game community. Bygfoot and Eat the Whistle are quite playable, if a little raw. Project Football is almost a game. Open Football and Open World Soccer never quite got off the ground.

Project Football looked great but was last updated 4 years ago

YSoccer stands out amongst them and deserves a bit more attention than it probably gets.

EDIT: I feel I was a little unfair to Open World Soccer. If you download 0.5 (the most recent release, from 2010) you can see it is quite close to being a playable game. It is by the same guys as YSoccer and was originally an attempt to get away from the proprietary language that YSoccer is written in. You could even say it was intended to be a full port of YSoccer from Blitzmax to C++ (the author suggests so).

OpenXcom hits 1.0



We have previously mentioned OpenXcom on several occasions before, but now the massive UFO: Enemy Unknown engine reimplementation project finally hit the long-awaited 1.0 mark, and they decided to celebrate by releasing this lovely trailer that sums up quite well the insane amount of detail and improvement put into the project over the course of 4 years. I'll let it do justice by itself, but not without thanking all the contributors for raising one of the most acclaimed DOS-era strategy classics from the stagnating swamps of buggy unsupported legacy releases and platform incompatibility.




On a final note, the engine is, of course, free-as-in-freedom, though it relies on original game data of proprietary nature. You can download OpenXcom here, and buy an affordable digital copy of the original game on Steam, or somewhere around the web.

Code License: GPLv3
Assets License: Relies on original proprietary data files. All new original art assets included in the OXC package available under CC-BY-SA

Vote now on Linux Game Awards for the PotM July 2014

You know the drill ;)

Project of the Month July 2014


For those a bit slow: yes you can vote for multiple projects... So lets share the love a bit and not only focus on a single title (you know which one I mean).

Otherwise: If you have great ideas how the award could be made even better than it already is (yes we know, this time the nominations are a bit random), comment below.

Mutant Gangland is Free (but only as in Freedom)



Mutant Gangland is a nice-looking, turn-based strategy game that just happened to have all of its code released under the MIT license.

The games graphics follow a classic pixelart aesthetic


This project is attempting to follow the classic Free Software game business model where you share the source but keep the artwork proprietary, which is perfectly acceptable and fine. It currently sells for $3.99 and it's available for GNU/Linux, OSX, Windows, and Android.

So let this be an example to all of the new wave of indie developers. People, share you're freaking source codes under a Free License! Not only you're not losing money because of this, you'll also be getting free revisions and improvements to your own code, and you will be providing others the chance of creating something different with it.

Code License: MIT
Assets License: Proprietary

Official Website
Source Code (Github)

Freeablo is that Diablo engine remake we've been wishing for, is currenly looking for contributors (and general ravings about Diablo. In fact, mostly that)

Freeablo engine in its early stages
Who doesn't love the original Diablo? When it was first released in 1996, this game set a notable landmark for making the RPG genre more accessible to a broader audience, while still keeping many gameplay aspects of classic Rogue-derived RPGs, that kept the game fresh and unique even after being completed several times. This bridge between classic and modern aspects combined with an incredible attention to detail, a uniquely crafted atmosphere that still gives me the creeps, and a gameplay pacing and length that is just the right balance between level progression and grinding, has helped making Diablo one of my all time favourite games. Well, that and Battlenet, of course, we can never forget how Diablo was one of the first to make it so easy to just go dungeon crawling with a couple of friends online.

There is, however, one thing that I don't like about Diablo. One thing that annoyed me all over these years of repeated runs and occasional multiplayer meetups. And that is how Blizzard itself decided to neglect its maintenance and compatibility completely and practically drop all active support for it, despite keeping the Battlenet servers online. Yes, you will have a tough time trying to buy a fresh copy of this game nowadays, because Blizzard cares so much about their legacy games they don't even sell 'em anymore in their official store. But even if there still are plenty of used copies available online for cheap, running the game on modern systems can be a whole a new quest, given that the last patch is dated from 2000, which means no performance maintenance, no improved graphics compatibility, in fact, not even additional screen resolutions, and certainly no stability updates whatsoever. 

The first Cathedral levels loaded and randomly generated in Freeablo
As a matter of fact, Blizzard has a whole tradition of being disrespectful to legacy fans. They refuse to let resellers touch their games (physical Diablo II and Starcraft copies still go by $25 nowadays, with no Steam or GOG versions in sight), they frequently discourage and hamper any type of mod support or mod attempts, other than whatever's produced under their little walled garden editor-type programs and, obviously, they never ever released the source code of any of their games, just to make sure us, the plebeian fans, would never touch their precious abandoned heritage with our filthy paws.

Luckily, this might just be about to change, with the coming of a bold, new engine remake project most aptly named Freeablo. This project aims to rebuild and expand upon the original Diablo engine, keeping it fully portable and compatible with modern systems, as well as making it adaptable and moddable for anyone willing to modify the game. All of this while still paying due respect to Blizzard and requiring the original game files in order to run the game. Now isn't this nice? 

As of the current 0.1 release, there is still much to be done, which is why the project is open to contributors of all sorts. Hopefully, with enough time and effort, we can all free Diablo one day from the clutches of proprietary software and greedy corporate execs who are still stuck in a 90s mentality on how to commercialize and support video games.

Code License: GPLv3

Assets License: Relies on original proprietary data files

Official Website
Source Code (Github)

Vote for the LGA: May 2014 (OS game engine remakes)

Project of the Month May 2014



And Holarse.de even did a small trailer:


P.S.: Sorry for the lack of updates lately. If you are interested helping out with the blog give us a notice here.

POTM March 2014 winner announced

Quite close outcome this time for the Project of the Month 2014 vote over at linuxgameawards.org. But there has to be a winner:



Here is a closer look that which project got how many votes:



Congratulations to the winner Battle for Wesnoth!


GSoC 2014 mentoring organisations announced, review and apply!


After sorting through almost 400 applications of mentoring projects, Google has announced this year's list of projects students can contribute to.

There aren't too many FOSS gaming related projects this time though.
These are the relevant ones:

If you are not into game developer but would still like to contribute your programming skills I recommend you to have a look at these other selected projects (totally subjective and unsorted list):  Non-profit accounting, Mifos, Mixxx, Freifunk, OSGeo, Sahana & ProjectTox.

FlightGear 3.0 and Bombable add-on

This week saw finally saw the official release of version 3.0 of FlightGear.

Notable changes:
Highlights in this release include integration of the FGCom voice communications client within the simulator, improved terrain rendering, faster scenery loading, and improved usability. This release also coincides with the release of FlightGear World Scenery 2.0 – massively improved scenery data covering the entirety of the planet and incorporating OpenStreetMap roads and detailed terrain information from a variety of sources.
Also interesting is the "Bombable" add-on, which adds combat mechanics:

KeeperRL and OpenIG

Two interesting projects I recently came across:

1. KeeperRL:



Description from the author:

KeeperRL is a Dungeon Keeper and Dwarf Fortress inspired dungeon simulator built on top of roguelike mechanics. My vision is that you are a Sauron-like character, searching for ultimate knowledge of destruction. What makes the game different from other RTS is that you can, and are encouraged to, control your main character and lead your minions to an open war. The characters use equipment, scrolls, potions, spells, and other things you would expect in a roguelike. Combat is turn-based and very tactical. The whole world is procedurally generated, and there is adventure mode too.
See a video of the (still in ASCII graphics) action here and the GPL licensed code here. Latest development release can be downloaded here (Win&Linux).

2. OpenIG:



A real classic is being reimplemented as OpenIG (follow the development blog here). Interestingly the original developers have granted the rights to all the game's data to be freely (as in beer I assume) distributed with the new Java based engine.
Time to jump into the 4X games again ;)

DevCorner: Multiple new platforms for Torque2D MIT

I tend to focus a bit on the 3D side of things, but the recently open-sourced Torque2D (note the "2") engine is pretty cool too:



And in fact it got a whole lot better in the last couple of weeks with it being ported to Linux, Android and your browser (through Mozilla's emscripten).

So if you are thinking about developing an open-source 2D game targeting multiple platforms, Torque2D has just became a serious contender.

Linux Game Awards: PotM March 2014 VOTE NOW!

It's time for another installment of the somewhat bi-monthly Linux Game Awards:

Project of the Month March 2014


The list of nominees is again quite interesting, so choose your favorite.

This months winner was 0 A.D. by the way... I guess we need to increase the promotion efforts a bit in case you weren't aware...

Preparing for a crowd-funding: Torque3D MIT Multi-platform

I mentioned the nice developments on the Torque3D OpenGL and Linux ports a few weeks back, and now it seems like it is getting even more serious:

Planned platforms of Torque3D


Now don't spill your beer just yet, as this is just the proposal the developer makes for a crowd-funding building up on his great previous Linux/OpenGL work.

One of the first (hopefully soon to be) FOSS games that could benefit from this, is the currently also looking for crowd-funding RoTC abstract FPS. Only 9 days left, but they made another good increase in the last couple of days, so it is still possible to reach their goal of $1500. In fact the older (mostly closed source) version was also recently updated and you can try it on some new servers.

The (more or less friendly) fork GREED tech MIT that aims to make a full FPS development kit out of Torque3D also seems to make some interesting progress, so it looks quite bright development wise for now :)

The Sky of Verdun 3D - dogfight in HTML5

Came across this seemingly fun little game over here, too bad I don't have a Occulus Rift (yet):



Check their page for the Win32 and browser server/client download.

Code Combat: Open Source Javascript Tutorial Gamification (In A Good Way)




Code Combat is a javascript programming learning IDE wrapped in a delicious cute RPG/2D RTS packaging that runs in the browser without any plugins. They recently announced their open source/free art release.

The current set of Code Combat tutorials starts with directional movement and activation of pre-programmed behavior, continues with coordinate movement and targeting and conditional behavior and continues towards prediction calculations.

Editor GUI


There is an editor, officially described as "broken". I can confirm that the text editor was slow when I tried using it. :)

All in all, a very exciting project. I have noticed a few possible drawbacks so far:
  • It's not yet clear which parts will not remain proprietary. It looks like the excellent humor (writing) unfortunately will do so (legal page).
  • The music tends to be too exciting to code to.
  • There's a CLA requirement for contributing.
What do you think? Persuaded to work on a HTML5 game yourself perhaps, seeing that this performs okay? :)

Happy new year & Congrats to the LGA January 2014 winner!

Hello 2014 and happy new year to everyone!

One of the new things for this year will be the regular Linux Game Awards done by various Linux and FOSS gaming site (and which has been spearheaded by the great LGDB).

And the first winner is:

Project of the Month Winner January 2014: 0 A.D.

The votes have been quite clear, but our friends from SuperTuxKart got a very respectable 2nd place:


You can expect some further promotional news coming up this month for 0 A.D. so stay tuned :)

Torque3D seems to finally get a Linux port!

Following the release of the Torque3D engine under the MIT license (latest release 3.5 here), there was a lot of back and forth regarding a port to Linux (the engine actually used to have a good Linux port, but that one was dropped a few years back). At some point there was even an official Kickstarter crowed-funding attempt, which however failed to reach the estimated funds (but nether the less more than US$10k were pledged). After that things quited down, but several people continued developing a OpenGL renderer and Linux port.

Now it seems like all these efforts seem to be near a somewhat usable Linux port or at least that's what I understand by following this forum thread.

Torque3D running on Xubuntu 12.10

In the short term the most interesting application of this Linux port is probably that the creator of RotC has announced on his currently running indigogo campaign to liberate (and update) the game, that now there will also be a Linux port.

Great news if you ask me, so don't forget to pledge some of that Christmas money you got towards reaching the funding goal (currently $388 out of $1500, with 36 days left). Let's make this happen!

Edit (nearly forgot): these two projects related to Torque3D might be interesting to follow: Project GREED and Zentense.

December RTS updates

Merry Christmas from FreeGamer!

As a nice present from the 0 A.D. team, the new Alpha 15 Osiris was released today:



Lots of great new features and especially multiplayer games should be now much easier to do with hosting improvements and a lobby for browsing available games.

Another open-source RTS engine (using Mono/C# though) has also released a new version: OpenRA. Currently it is still geared toward running an assortment of older Command & Conquer based games, so you need to own these for the data. But this release adds lua scripting for the creation of custom missions, so maybe someone will come up with a libre game to run on this engine.

Last but not least, a new version of Warzone2100 was released about a week ago. This one actually includes some higher resolution textures, which is hopefully the first step to officially integrate all the awesome new art assets from the art revolution project.
Speaking of WZ mods: There is also an interesting new tower-defense mod currently being developed.

Let's Play Permissions for Open Source Games With Free Art

Let's Play (LP) is an uprising form of previewing and experiencing video games.

While a review summarizes the experience, a LP allows to look a player over their shoulder and indirectly experience the game from one perspective in its entirety - if both Let's Player and viewer have the endurance.

LPs have many styles: non-commented, informational, humorous... And their production quality varies too, be it video, audio or presentation.

Example of a Let's Play video in its natural environment

Some creators of LPs ("LPers") earn money using YouTube's monetization features. When they do, YouTube's semi-automatic moderation process starts paying more attention to the videos' compliance with copyright.

Sometimes, LPers will contact game developers to receive permission to create LPs. To many creators of games, LPs are a welcome form of promotion and they will always say yes.

Clint Bellanger of FLARE released a Let's Play policy, which elegantly covers both the situation in which a game's art assets are CC-BY-SA 3.0 licensed and where all copyright belongs to one person.

FLARE is a collaborative effort of many artists who agreed to release their art under CC-BY-SA 3.0 and I think that FLARE's LP policy reflects the intention of the license very well.

A complicated case might be a game which contains art that is under the GPL, which could be interpreted in a way, that requires the resulting video, as well as video project files to be made available under GPL as well.

In theory, any LP could be considered "fair use". However, for-profit use and use of large portions of a work are often considered as not being "fair use" - for example by YouTube.

For game designers, I consider LPs to be a valuable resource, allowing to look up features or part-experience gameplay, where acquiring, installing and playing the game would be impossible, due to time restrictions.

I recommend looking up games that you have fond memories of or which you always wanted to try but the installation effort was too high on lparchive.org or just YouTube's search function with "let's play" in the query.

If YouTube's HTML5 doesn't work for you, youtube-dl will allow you to circumvent flash player issues (monetized YouTube videos appear to require flash).

Reminder: 1 week left to vote

Voting for the Linux Game Awards January 2014 will come to an end in about one week (24th of December).



So if you haven't voted yet, don't waste any time!
You can read more about the award in this older blog entry.

Tales of Maj'Eyal (ToME) version 1.1.0 and Steam edition

The great roguelike RPG Tales of Maj'Eyal (ToME) is available as a new version (1.1.0) nicknamed "Full Steam Ahead". Here is a slightly older trailer for version 1.0.5.:



Release highlights:

  • New necromancer tree: Animus
  • All achievements now feature beautiful 128x128 images
  • Improved Alchemist interaction with its golem
  • Tons of fixes and balance adjustements
  • Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
  • Includes a Fez. Fezzes are cool!
Interestingly it has also been "greenlit" on the popular game distribution channel Steam, so if you want to donate to the developers you can also do it by buying ToME through this channel. The currently discounted version includes a DLC with an updated UI (and the hint for a Steampunk themed extension) which seems to me like a planned way of funding the development of the game in the future.

Help to ROTC:Ethernet to become fully open-source

The creator of the nice, but pretty niche, freeware game (but with Creative Commons licensed assets) Revenge of the Cats: Ethernet has just informed us that he started a Indiegogo campaign (target US$ 1500) to liberate the game.



The current version still runs on an old closed source build of the Torque3D engine, but with the somewhat recent move to MIT licensing, it has now become possible to go fully open-source.

According to the author:
All I need is about a month's time and some cash to make it happen.
So lets give him the help he needs ;)

The only not so great part of it is that the Linux port of the Torque3D MIT engine is not yet available. Several people are slowly working on it, but after a failed attempt to crowd-fund it, there seems to have been some setbacks.
But optimistically speaking, this could give it the needed push to also motivate the finalization of a working Linux port.
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