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)
This is a guest post by Hythlodaeus on an interesting FLOSS game engine project, being developed by a professional games company.
I guess I should take a few paragraphs on this article to explain my stance on crowd-funded game projects. I've always been turned off by most Kickstarter game projects for a very simple reason: after personally inquiring a plethora of developers on their stance for Open-Source and Free Software, I was generally met with negative replies, half-baked excuses, bitter retorts or complete silence.
Now, although I recognize it is every developer's right to pick the license and the conditions for the usage of their own work, it strikes me as a very odd attitude for people engaging into crowd funding projects to be so unwilling to provide any other warranties to their prospective backers and future customers other than “we will make this happen if you give us enough money”. From this point, let's make something clear: pledging on a crowd-funded game project isn't exactly the same thing as buying a video game. From the backers' part it's an investment and a risk. It's about depositing your faith on other peoples' words, in hopes they will eventually deliver what they promised. When you buy a game, be it good or bad, you at least know that you're dealing with a finished product. When you pledge on a crowd-funded project, completion is only a possibility regardless of the campaign's success.
So, in my personal opinion, I've always thought crowd-funded game projects should strive to provide the level of trust they request from their backers. In this case, that means allowing people to have access to the game's source code under a permissive / Free Software license, preferably starting right at the end of the campaign. Why? Simply because that allows for a tighter control of what's going on in the development backstage, and will allow every contributor to provide better feedback on the work being done. Raw engine code also gives backers something that can eventually be picked up and used for other personal purposes, if the project happens to fail for some reason.
With that said, let's talk a little about this project, which is, after all, what lead me to write this post. Asylum is the brainchild of Agustin Cordes, the Argentinian developer behind Scratches, a horror game that managed to get some degree of attention way back in 2006. The project aims to create a Lovecraftian-inspired horror point-and-click adventure game that will focus on an intense and immersive atmosphere, followed closely by engaging storytelling. From the trailer and screenshots provided so far, it seems like a rather professional endeavour, but for me the most pleasant surprise, was that the developer's in-house engine, Dagon, will be Free and Open-Source. On top of that, Cordes himself actually took the time to explain why he believes the engine should be free, and how such a decision aims not only to help preserve Asylum for future generations, but also to empower other indie developers by providing an open platform anyone will be free to use.
Since there is no information available about specific licensing on the project page, I actually went on to ask the developer about which specific license was being used for the Dagon engine:
With little less than a few days to go (I'm ashamed to say I only heard about this project very recently), Asylum is already fully funded, but if you still wish to contribute to this genuinely FLOSS project, or simply purchase the game for a special price, you still have a chance. Extra funding goals have already been set, and some additional rewards may also seem worthy to you.
I guess I should take a few paragraphs on this article to explain my stance on crowd-funded game projects. I've always been turned off by most Kickstarter game projects for a very simple reason: after personally inquiring a plethora of developers on their stance for Open-Source and Free Software, I was generally met with negative replies, half-baked excuses, bitter retorts or complete silence.
Now, although I recognize it is every developer's right to pick the license and the conditions for the usage of their own work, it strikes me as a very odd attitude for people engaging into crowd funding projects to be so unwilling to provide any other warranties to their prospective backers and future customers other than “we will make this happen if you give us enough money”. From this point, let's make something clear: pledging on a crowd-funded game project isn't exactly the same thing as buying a video game. From the backers' part it's an investment and a risk. It's about depositing your faith on other peoples' words, in hopes they will eventually deliver what they promised. When you buy a game, be it good or bad, you at least know that you're dealing with a finished product. When you pledge on a crowd-funded project, completion is only a possibility regardless of the campaign's success.
So, in my personal opinion, I've always thought crowd-funded game projects should strive to provide the level of trust they request from their backers. In this case, that means allowing people to have access to the game's source code under a permissive / Free Software license, preferably starting right at the end of the campaign. Why? Simply because that allows for a tighter control of what's going on in the development backstage, and will allow every contributor to provide better feedback on the work being done. Raw engine code also gives backers something that can eventually be picked up and used for other personal purposes, if the project happens to fail for some reason.
With that said, let's talk a little about this project, which is, after all, what lead me to write this post. Asylum is the brainchild of Agustin Cordes, the Argentinian developer behind Scratches, a horror game that managed to get some degree of attention way back in 2006. The project aims to create a Lovecraftian-inspired horror point-and-click adventure game that will focus on an intense and immersive atmosphere, followed closely by engaging storytelling. From the trailer and screenshots provided so far, it seems like a rather professional endeavour, but for me the most pleasant surprise, was that the developer's in-house engine, Dagon, will be Free and Open-Source. On top of that, Cordes himself actually took the time to explain why he believes the engine should be free, and how such a decision aims not only to help preserve Asylum for future generations, but also to empower other indie developers by providing an open platform anyone will be free to use.
Me: Hello. I have one question regarding Dagon. You already stated it's going to be free and open source, but exactly under which software license are you going to release it?“MPL” referring of course to the Mozilla Public License, which despite not being a strong copyleft license, it is both Free Software and GPL compatible. So perhaps Dagon can motivate a new generation of graphic adventure lovers to innovate upon the work started by Asylum. We can only hope future Kickstarter projects and indie developers adopt a similar perspective on Open-Source development.
Agustin Cordes: Hi! We're currently using CDDL but I'm expecting to re-license with the more popular MPL 2.0 very soon. Cheers!
Me: Fair enough. Do I have your permission to quote this conversation in a news blog about Free Software gaming?
Agustin Cordes: Absolutely! :)
With little less than a few days to go (I'm ashamed to say I only heard about this project very recently), Asylum is already fully funded, but if you still wish to contribute to this genuinely FLOSS project, or simply purchase the game for a special price, you still have a chance. Extra funding goals have already been set, and some additional rewards may also seem worthy to you.
The source for Asylum's engine, Dagon, can already be found here, currently licensed under CDDL (Thanks to Evropi for pointing this out).
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| SNiS Engineering screen |
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!
I have outed myself previously as not a big Minecraft fan, so take everything in this post with a grain of salt (as I obviously don't really understand that genre).
Anyways... recently this sub-reddit for open-source games was pointed out in our forums, and while it isn't really as lively as others (for example the Linux gaming one) it pointed out an new project called Iceball:
Seemingly made by people not happy with the recent commercialization of Ace of Spades, it's an all FOSS remake, those early development you can follow here (or on their Github page).
Now maybe the graphics are lacking on purpose (see disclaimer above), but I couldn't help to think: why for f***'s sake did they have to reinvent the wheel with their own engine instead of using for example Terasology:
Or Minetest, or the Ardorcraft API for that matter???
Ahh well, at least it made me aware that Terasology is still very much under development, and with its focus on DungeonKeeper & Dwarf-Fortress elements, it might actually become a game I would play (and doesn't make my eyes bleed :p ).
Speaking of which... the guy behind AgentKeeper released yet another nice video and graphics are constantly further improved as seen here.
Anyways... recently this sub-reddit for open-source games was pointed out in our forums, and while it isn't really as lively as others (for example the Linux gaming one) it pointed out an new project called Iceball:
![]() |
| Pre-alpha Iceball screenshot |
Now maybe the graphics are lacking on purpose (see disclaimer above), but I couldn't help to think: why for f***'s sake did they have to reinvent the wheel with their own engine instead of using for example Terasology:
Or Minetest, or the Ardorcraft API for that matter???
Ahh well, at least it made me aware that Terasology is still very much under development, and with its focus on DungeonKeeper & Dwarf-Fortress elements, it might actually become a game I would play (and doesn't make my eyes bleed :p ).
Speaking of which... the guy behind AgentKeeper released yet another nice video and graphics are constantly further improved as seen here.
I mentioned this nice new project that appeared on our forums some time ago already, and while the promised source-code isn't available as of yet, a new and quite good looking video was recently posted:
Now as you can see, it shares quite a lot of graphics with OpenDungeons, which is not completely dead either, but there is at least some discussion to "jump ship" as AgentKeeper is progressing much quicker (with it being a University supported project).
You can follow AgentKeepers progress here if you fancy some nice dungeon management simulator ;)
P.S.: Stay tuned for an new version of Red Eclipse early next week.
Now as you can see, it shares quite a lot of graphics with OpenDungeons, which is not completely dead either, but there is at least some discussion to "jump ship" as AgentKeeper is progressing much quicker (with it being a University supported project).
You can follow AgentKeepers progress here if you fancy some nice dungeon management simulator ;)
P.S.: Stay tuned for an new version of Red Eclipse early next week.
Just released today, there is a new version (1.9) for Stunt Rally:
It has a few nice new features, but probably the greatest update is a major change in the car handling physics, including an "easy" mode for those of us not wishing to practice for a career as a professional rally driver ;) and the guys would like feedback in the SR forum so let them know what you think.
A big collection of (partially quite crazy) screens can be found here.
Another great release that surfaced just today is Warzone2100 version 3.1.0. It cumulates all the changes made during the last 2.5 years, however if you tested the RCs already then there isn't too much new. Most notably they mention the new and fully fixed netcode, so that "out of sync" is a thing of the past (unless you have a crappy net connection like me :( ).
Have fun playing!
![]() |
| Stunt Rally 1.9 |
A big collection of (partially quite crazy) screens can be found here.
Another great release that surfaced just today is Warzone2100 version 3.1.0. It cumulates all the changes made during the last 2.5 years, however if you tested the RCs already then there isn't too much new. Most notably they mention the new and fully fixed netcode, so that "out of sync" is a thing of the past (unless you have a crappy net connection like me :( ).
Have fun playing!
Happy new year everyone!
So today I found out about this really cool project to improve the graphics of the open-source (with freeware media) classic Ur-Quan Masters (aka Star Control 2):
Having played the SD version back in the day on my GP2X handheld (and it seems to be available for Android nowadays too ;) ), I can assure you that the game holds up very well to today's standards, with a really cool and funny story and awesome voice acting. Higher resolution graphics thus can only make it better ;)
So, NO excuses now... give it a try!
So today I found out about this really cool project to improve the graphics of the open-source (with freeware media) classic Ur-Quan Masters (aka Star Control 2):
Having played the SD version back in the day on my GP2X handheld (and it seems to be available for Android nowadays too ;) ), I can assure you that the game holds up very well to today's standards, with a really cool and funny story and awesome voice acting. Higher resolution graphics thus can only make it better ;)
So, NO excuses now... give it a try!
OpenArena 0.8.8 - hover for info - more images here
On a related note: OA's lead dev recently uploaded a Sorceress 3d model that did not make it into the game under GPL2 and CCBY(SA)3:
This is a rejected mystical elf sorceress for my game project OpenArena 3.x. It's rejected due to technical (2 surfaces, and too low poly) and anatomical reasons (regarding the hands and feet). The skin is muddy and low quality is well. This was done in 2009-2010.
Comes weighted to a standard rigify mesh. She has no actual fingers, her hands are mittens!
Might be suitable for a low poly distant camera dungeon crawl. Could even be suitable to produce other characters with in that dungeon crawl.
An alternative worse skin is also included. It's on the second UV Texture layer.
Hi folks,
My name is Artem (KroArtem in IRC) and I wanted to post an article here almost for a year. Nowadays I have an opportunity to do this. Let me introduce myself: I'm studying at St.Petersburg State University, Faculty of Applied Mathematics and Control Processes, trying to become a programmer and a mathematician :) In my spare time I like to test some linux games, report bugs, give feedback, translate them and so on. Actually this is the way I've met SuperTuxKart developers. Today I want to obtain an interview from them.
Firstly, let me remind you what SuperTuxKart is. SuperTuxKart is a kart racing game that features free software mascots, has a cartoony style, includes different game modes and supports multiplayer (split-screen). You can visit STK's site and receive some more information about the game.
Secondly, I want to name our beloved developers and contributors: Joerg «hiker» Henrichs, Marianne «Auria» Gagnon, Magne «Arthur_D» Djupvik and Jean-Manuel Clemençon aka «samuncle». Please note that there are some more contributors but unfortunately I didn't manage to contact them. I think 4 people would be enough for the interview, though :)
I've prepared some questions and sent them via emails and here are the results:
FG: Please say some words about yourself/your job.
FG: Explain in a few words how and when did you join STK's team?
FG: Say what role do you have in the project? (Leader, package maintainer, etc)
FG: Why do you work on this project?
FG: Are you satisfied with existing development? Do you think STK needs more contributors/testers/artists?
FG: How do you see STK in the future?
FG: What do you think is important, what do you like / don't like in stk's development/community/etc.
Finally I want to say that we're waiting some new and interesting additions, like Overworld, a big track from where the player will start his journey, or... but hey, feel free to follow SuperTuxKart updates via forum, blog or mailing lists! :)
My name is Artem (KroArtem in IRC) and I wanted to post an article here almost for a year. Nowadays I have an opportunity to do this. Let me introduce myself: I'm studying at St.Petersburg State University, Faculty of Applied Mathematics and Control Processes, trying to become a programmer and a mathematician :) In my spare time I like to test some linux games, report bugs, give feedback, translate them and so on. Actually this is the way I've met SuperTuxKart developers. Today I want to obtain an interview from them.
Firstly, let me remind you what SuperTuxKart is. SuperTuxKart is a kart racing game that features free software mascots, has a cartoony style, includes different game modes and supports multiplayer (split-screen). You can visit STK's site and receive some more information about the game.
SuperTuxKart's new track, Blackhill Mansion
Secondly, I want to name our beloved developers and contributors: Joerg «hiker» Henrichs, Marianne «Auria» Gagnon, Magne «Arthur_D» Djupvik and Jean-Manuel Clemençon aka «samuncle». Please note that there are some more contributors but unfortunately I didn't manage to contact them. I think 4 people would be enough for the interview, though :)
I've prepared some questions and sent them via emails and here are the results:
FG: Please say some words about yourself/your job.
Arthur: My name is Magne, and I am an avid fan of SuperTuxKart. I'm interested in computers, music, animated cartoons and of course games.
Auria: My name is Marianne, I work mostly as a developer for SuperTuxKart. I am going to complete my computer science studies at university in the coming months.
Hiker: I've studied computer science in Germany, and am now working as a consultant for the Australian Bureau of Meteorology. I help them using their supercomputer for their operational and research numerical weather and climate predictions.
Samuncle: I like drawing and hiking. On the professional side, I am currently studying telecommunications to become technician.
FG: Explain in a few words how and when did you join STK's team?
Arthur: Well, I had been playing the game's predecessor TuxKart as one of the few 3D games my computer could handle back in the day in Linux. Later my brother said a fork of the project had appeared in the repositories, so I went on to install STK 0.3. I was impressed by the changes, and decided I would try to follow the project's mailing list. Of course, I couldn't manage to keep quiet, so I engaged in discussion and asked questions, and got always nice, friendly answers back, which made me want to stay with the project and get involved where I could.
Auria: I liked kart games like Mario Kart. So many years ago I downloaded STK - version 0.3 I think. However this old version had major issues; so I decided I might as well do small improvements, like replace the then cylindrical lighthouse with something better, etc. And a few years later here I am, core developer :)
Hiker: I discovered TuxKart as part of a suse Linux installation, and soon found that a 'Game of the Month' had started intending to improve TuxKart. That project had basically been abandoned (due to some disagreements between the original developer and the GotM-team). A fork was created to save their work, but the project was dead. I basically picked up the project from there, fixed the bugs and performance issues, and did a first playable release of STK. Then I was hooked on ;)
Samuncle: Initially, I wanted to propose ideas that could help improve the graphics. I liked STK but I thought we could do better visually.
FG: Say what role do you have in the project? (Leader, package maintainer, etc)
Arthur: I mostly test and give feedback on the project, report bugs, write updates on our blog, and make some trivial changes now and then, mostly graphics related.
Auria: I am a core developer to the game itself, and occasionally work on 3D modelling. I am second only to our benevolent dictator Joerg :)
Hiker: I am one of the two project leaders.
Samuncle: I work on the graphics of the tracks. I build new tracks from start to end, or I improve existing tracks. I use mainly blender for the 3D, gimp for textures and mypaint for drawing.
FG: Why do you work on this project?
Arthur: Because I like the game, and because it's a very unique project in the world of Free software. It's an arcade racing game with only mild cartoon violence, and it has a very distinctive gameplay. Most other Free racing games are more realistic and doesn't have a cartoonish theme. Also because the developers are very nice people, and the community as a whole is good to be in.
Auria: I like kart games, I like programming, I like the STK team.
Hiker: Originally my main motivation was to give something back to the open source community by fixing the performance problems STK had after the GotM project. But then I got interested in the game, and still have some ideas I might want to implement once I have an engine with all features I need. Additionally I hope that STK might serve as a teaching tool as well, it would be easy for schools to pick up and perhaps use STK in their lessons.
Incidentally, the fact that it is like Mario Kart was never a point for working on STK - I had never played any kart game till two years after I started working on STK (and people kept on telling me: "It's like MK", so after a while I decided to have a look).
It also keeps me entertained on my way to work, since I mostly work on the train on my way to work :)
Incidentally, the fact that it is like Mario Kart was never a point for working on STK - I had never played any kart game till two years after I started working on STK (and people kept on telling me: "It's like MK", so after a while I decided to have a look).
It also keeps me entertained on my way to work, since I mostly work on the train on my way to work :)
Samuncle: Because I would like supertuxkart to have nicer-looking graphics. Along the way, I also use this as an opportunity to learn blender and another tools. It's also fun to play a game you contribute to.
FG: Are you satisfied with existing development? Do you think STK needs more contributors/testers/artists?
Arthur: I am satisfied with the direction of the game, I only wish things would happen faster! But for that to happen, we need more people to help contribute. So if you have something you think would add to the game, please come forward with your skills, or just your ideas (though we get millions of those, and usually fall short on man/woman-power). Programmers and 3D artists are especially welcome, but as said everyone can get involved as much as they want to. And we're all a friendly bunch, so getting involved isn't hard. :)
Auria: We could certainly use with a few more developers and artists :) the networking feature, for instance, is often requested and help would be welcome in making it come
Hiker:r: Well, the team could certainly be bigger, with atm two code developers and about two regularly contributing artists many things take much longer than necessary, or need to be postponed till later.
But the team itself works quite well together, so I am quite happy about this.
But the team itself works quite well together, so I am quite happy about this.
Samuncle: I think a network mode is what STK lacks most, so if someone could work on this it could help get things moving forward.
FG: How do you see STK in the future?
Arthur: I see it as an even greater game, with more fun, more polish and a larger community, and also an online multiplayer community. In short, I think it can only get better from here. :)
Auria: As any open source project, it's very hard to see the future. Let me just say that I would like STK to grow with a solid set of nice-looking tracks, improved AI and better single player mode as well as multiplayer.
Hiker: By switching to a more modern graphics engine we have opened the way for much better looking tracks, and slowly we are replacing older tracks with newer ones. Support for networking will certainly give STK more appeal to a wider audience. By then I hope to find some time to implement more game modes to make STK a more unique and interesting game, and less of a 'copy' of other kart games.
Samuncle: Hmm, I don't really know ^^ I would like it to be more cohesive (not less fun though), that there is more unity (between tracks, most notably). I would not be against reducing the number of tracks to improve their quality (because maintaining a world takes time)
FG: What do you think is important, what do you like / don't like in stk's development/community/etc.
Arthur: The important thing is to have fun, and stay cool. We are blessed with very stable project leaders, who have been pushing the game forward for many years. So even though I'd sometimes wish development would be faster, it's important that people do things in a tempo they are comfortable with, and don't burn out. Also, there are more important things in life than STK, but I do say it has made mine a little richer. So if you like the game, feel free to register at our forums, join the mailing list and IRC and take part in the discussions. :)
Auria: It's important and very welcome to get help with testing, especially when betas or release candidates and released; translations are also very important. The less fun aspect is managing everyone's expectations, people have many ideas of what they would like us to code for STK but it would take 10 of us to do it all :)
Hiker: In contrast to commercial game design we have only limited influence on the 'style' of tracks, since especially the kart and track design is done by various artists, mostly following their own taste. We nevertheless try to maintain the vision where we want STK to be at. With the addon-server we luckily have now the option to publish karts and tracks that might not fit in the main game for everyone to download. It of course means that Auria and myself sometimes have to be the (hopefully) benevolent dictators, but I think that is very important in order to keep STK on track.
The most disappointing point is that we often get people interested in helping to develop STK, but they then disappear leaving a less than half finished mess of code behind. I guess many people overestimate their available time, or underestimate the complexity of STK.
The most disappointing point is that we often get people interested in helping to develop STK, but they then disappear leaving a less than half finished mess of code behind. I guess many people overestimate their available time, or underestimate the complexity of STK.
Finally I want to say that we're waiting some new and interesting additions, like Overworld, a big track from where the player will start his journey, or... but hey, feel free to follow SuperTuxKart updates via forum, blog or mailing lists! :)
In yesterdays post qubodup already mentioned AltDevConf, which seems to have attracted a lot of interesting presentations. Another one I noticed was about using Mono/C# for game development; see the summary on Phoronix here or get the slides here. I guess a video should be available at some point too.
But I know that Mono/C# is a controversial topic (see also the comments for the linked article) so fire away in our comment section about how you feel about using it for FOSS game development ;)
Personally I see no reason why it should be preferred over Java or Python, but plenty against using it... but the slides might convince you otherwise ;)
However the main reason why I posted about Mono games was to have a nice intro to this really awesome looking Train simulator, called openBVE, which is also written in C#:
You can find a nice overview in how far openBVE has surpassed its spiritual successor BVE over here (link also includes some more nice screenshots).
Licensing seems a bit complicated however... the main source download and some search in their forums seem to implicate that openBVE is completely Public Domain. However for the artwork I am a bit skeptical (maybe taken from the commercial BVE?) and there also seems to be a closed source server component (according to the original author to prevent commercial forks...).
Anyways, I am amazed how much work some people put into such seemingly boring simulation topics... but each to his own I guess :p
Hmm...but putting my creative hat on... it would be awesome if someone would take openBVE as a base and make an awesome zombicalypse escape simulator out of it. Trying to escape from an infested Britain (similar to the movie 28 days later) with a group of survivors in a train: Manage the group in the train (including hidden infections etc.), upgrade your train with weapons, plan a route through the British rail network avoiding zombie hotspots and military "cleaning campaigns", replenish your stocks at zombie infested train stations and so on... game of the year guaranteed :D (Disclamer: if you make this game you can use my idea for free :p )
But I know that Mono/C# is a controversial topic (see also the comments for the linked article) so fire away in our comment section about how you feel about using it for FOSS game development ;)
Personally I see no reason why it should be preferred over Java or Python, but plenty against using it... but the slides might convince you otherwise ;)
However the main reason why I posted about Mono games was to have a nice intro to this really awesome looking Train simulator, called openBVE, which is also written in C#:
You can find a nice overview in how far openBVE has surpassed its spiritual successor BVE over here (link also includes some more nice screenshots).
Licensing seems a bit complicated however... the main source download and some search in their forums seem to implicate that openBVE is completely Public Domain. However for the artwork I am a bit skeptical (maybe taken from the commercial BVE?) and there also seems to be a closed source server component (according to the original author to prevent commercial forks...).
Anyways, I am amazed how much work some people put into such seemingly boring simulation topics... but each to his own I guess :p
Hmm...but putting my creative hat on... it would be awesome if someone would take openBVE as a base and make an awesome zombicalypse escape simulator out of it. Trying to escape from an infested Britain (similar to the movie 28 days later) with a group of survivors in a train: Manage the group in the train (including hidden infections etc.), upgrade your train with weapons, plan a route through the British rail network avoiding zombie hotspots and military "cleaning campaigns", replenish your stocks at zombie infested train stations and so on... game of the year guaranteed :D (Disclamer: if you make this game you can use my idea for free :p )
A thread called "Post your Open Source Game" on the gamedev subreddit let me discover some new and old projects.
Here are three of them:
A hyperactively fast jump and run with chainsaws: Zolo.
An OGRE-based real time strategy with vegetables and taco: Food Fight.
An "adventure game in a post-soviet environment": GameLV.
Here are three of them:
Zolo
Food Fight
GameLV
Please bear with me for the duration of this post.
Медвед
BearGame игра про медведя прыгуящим на воздушных шарах. Актуальная альфа-версия была написана в Java.
видео: BearGame
Plee le Porter
BearGame n'est pas le seul jeu avec un ours. Par exemple, Plee The Bear est un jeu avec un ours comme personnage principal.
Neues Pac-Bär Logo
Des weiteren habe ich letztens das Logo für eine Berliner Hobbyspielentwicklergruppe namens Berlin Mini Jam überarbeitet. Dies hat nicht direkt was mit open source Spielen zu tun, aber einige von uns mögen die offene Soße und stellen unsere Spiele unter freien Lizenzen zur verfügung.
Thanks for Bearing!
| PonyKart Logo |
PonyKart. Windows only. They have a SourceForge project.
I don't know what to say.
GGJ 2012 Theme
Global Game Jam 2012 is over and you can find all the by-nc-sa-licensed games here. We talked to the organizers about allowing free (as in freedom etc.) licenses and got some positive replies, but in the end it was too short a notice.
We ask you now to write a short message to GGJ, asking for the inclusion of further licenses, for example a GPL+CC-BY-SA combination for GGJ 2013. Also feel free to discuss this in the comments.
If you participated in GGJ, we would like to encourage you to release your games under free licenses in addition to the required nc license.
EGP February 2012
Speaking of jams, the 7day-jam-during-one-month by Experimental Gameplay Project is "Infinite Worlds" for this month.
STK Overworld
As recently announced, one of the new features in SuperTuxKart 0.8 will be an overworld-connected challenge system.
Durk Talsma: AI programmer
Flight Gear's blog released a new interview. You can find the other interviews so far linked in this post.
A somewhat neglected topic here on FreeGamer are classic puzzle games, and OGS Mahjong is definitely one of the gems of this genre:
The stable 0.9 release of this game can be expected shortly, so brush up your Mahjong skills or take the opportunity to finally learn the rules of this age-old classic (like me).
The stable 0.9 release of this game can be expected shortly, so brush up your Mahjong skills or take the opportunity to finally learn the rules of this age-old classic (like me).
Trees in Coldest
Video: Coldest's Crazy Bots
Bots were added to the mech fighting game Coldest. If you would like to help playtest the game together with the developer, follow the project's
news feed (there will be an announcement for a session sometime soon) and get the git version via:git clone git://coldestgame.git.sourceforge.net/gitroot/coldestgame/coldestgame coldest
Synchronized shooting in Mass Blaster
Mass Blaster is one of the most intense arcade shooters for Windows and Linux. You will take control of two ships simultaneously to blast away at the invading Square Army. On your left, take down enemies with the red n' rad Trigerus. On your right, command the cool blue Pythagora to wipe out your foes. Choose from 4 modes of difficulty to fight your way through 10 gutsy levels. Only those with the skills to pilot both ships at the same time will go on to become High Score Heroes.
This game shares a vein with games like Avoision and pumps adrenaline. Intended for one player, Mass Blaster plays superb with two pilots as well. Just get a keyboard emulator and a joystick to avoid key locking.
Code is under GPL, while all other assets are under the not-so-free CC-BY-NC.
Scenes from Flesh Snatcher
Flesh Snatcher is a bloody jME2 fps with fast movement and dodge-bullets gameplay that is low poly and low-tech enough to run smoothly on a netbook (tested: Asus EeePC 1000H).
Most models were made by the author, Arbaro was used for tree generation, FSRad (shared source, noncommercial) was used for lightmap generation. FOSS-incompatible textures from CGTextures were used.
The code license is not all that clear, I seem only to be able to find the jME license in the archive.
This active thread reveals more info and gives an opportunity to talk to the developer.
Traction Edge is a story driven, turn based strategy game set in a Steampunk Victorian England. Gameplay is similar to the Gollop Brothers UFO or Lasersquad series in that you have "Action Points" to spend during your turn. The game also borrows heavily from roguelikes in both look and feel.
Traction Edge is currently under development and is considered alpha software. It is playable but limited. v0.2 was released for the Annual Roguelike Release Party 2011. It is distributed as source only and requires SFML 1.6 (not 2.0) and cmake to build.
Current Features:Planned Features:
- Turn based gameplay
- 2-4 member squad teams
- Destructable terrain
- Victorian Steampunk setting
- SFML based, rescalable on the fly, 16x16 graphical tiles.
- 16-20 static levels with full story arc
- Random content, procedural maps
- Procedural tech tree
- Civilians
- Z-levels
You can keep track of all development activity using
this feed. The Linux distro that I use doesn't support SFM 1.6 any more, which makes me unable to test this interesting sounding and looking squad tactics game.
this feed. The Linux distro that I use doesn't support SFM 1.6 any more, which makes me unable to test this interesting sounding and looking squad tactics game.Wizznic! received more GUI enhancements [video (00:57@YouTube)]
TORCS 1.3.2 brings menu music into the game [.ogg (05:50/7.1MB)]
Knights 0.19 features deathmatch [description]
Humm and Strumm is an in-dev co-op game engine [design .pdf (156kB)]
SuperTux' level contest has four entries so far [submission thread]























