OpenDungeons, an open source dungeon management game, has seen release 0.6 make it out the door. Release highlights from the changelog:
- New spell logic with cooldown, targets and cost management
- Fancy new spells: Heal, Explosion and Haste
- Particle effects!
- Reworked library logic and made research order configurable
- New creature overlays that show the creatures' mood
- Customisable creature sound effects!
- Doors to better block enemies and macromanage allies
- In-game settings menu support!
- New claimed walls graphics and various other graphical improvements
- New minimap camera with real-time rendering
- Dedicated server support with command-line parameters
| Explosions! Spells! | The research tree |
The project has some very regular contributors (both programming and art) and the game has multiplayer support which the developers test with the occasional weekend virtual lan party. OpenDungeons has certainly gone from strength to strength in the last year.
FreeOrion version 0.4.5 (announcement with changelog) wraps up the last year's worth of development. Much of the work seems to have been motivated by trying to make the game more fun to play — "performance, responsiveness, AI, balancing etc." —which is nice to see. At some point a project has to stop pushing new features and work on improving the game experience.
I couldn't find any screenshots of 0.4.5 to share, but here's a recent gameplay video posted on YouTube which should give an idea, although he's well into a game at this point:
Finally, and a little too late unfortunately, here's some coverage of ReTux. At first glance, it would seem somebody has taken Super Tux and tried to profit off of it. However, author Julian Merchant (onpon4 on the FGD forums) has written a new engine from scratch in Python. Whilst there are the obvious similarities with the original Super Tux, due to ReTux using many of the same graphics and sounds, there are a number of notable gameplay changes many of which can be seen in the 'Concept Castle' video (I really think his IndieGoGo campaign should have used this video at the very beginning of it).
Julian only raised $378 in the 30 days the campaign lasted, which was very short of the $50,000 goal. Reasons for this will be likely poor coverage (no FG article!) but also probably the perception that it was basically the same as Super Tux. For example, the IGG page starts with a video which the first 2 minutes or so (aside from the change to the fireflower) could easily be recreated by substituting the Super Tux logo for ReTux.
I do think avoiding the more popular media sites (e.g. no YouTube video) hurt the campaign. I can find little-to-no mention of ReTux when searching for it.
It also highlights one of the problems with developing Free games i.e. generally there's no money in it. Julian is obviously passionate about the concept, having done so much work on it already, and I hope he continues with it. As to where he goes from here? I would suggest perhaps trying to get it greenlit on Steam or another platform where he can solicit a small fee from players whilst still maintaining the open source status of the project - a great example being Tales of Maj’Eyal which is also selling well on Steam.
Don't give up Julian. Persistence is the key to success with any endeavour. You just have to find the right path.
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.
First of all, OpenDungeons finally got a nice website and a blog (as mentioned previously). And in collaboration with OpenGameArt, the kicked off their art competitions again.
SummoningWars also got a new website recently, and they have also released version 0.55 a few days ago.
| New Summoning Wars GUI |
So, maybe today we just make a small summery of recent news that popped up in our Freegamedev forums (boring for the forum regulars I know :p ):
First of all (as we mention that project way to little), find a release candidate of the latest SuperTuxKart version in this thread.
In our showcase forum you can also find a nice (but low-fi) turn based strategy game called Strategic Initiative, which is made by the same guy who was also behind the classic Empire (well I didn't know it before ;) ). Also don't miss the updates on The Legend of Edgar.
Back in the section of out hosted projects, the user Skorpio has been showcasing some nice Mechs for Linwarrior3D lately, which are now being integrated into the game:
At the Red Eclipse forums an interesting collaboration project to make a mod loosely based on Team Fortress (classic?) recently showed up, with the user John_III making a lot of progress on the first map (and a very recent small WIP by me too ;) ):
Oh and the work that is currently done to redesign the look of OpenDungeons as seen in this thread, is looking rather fantastic too.
In other words, don't miss the action in our forums (and on the FG planet), during this time of little blog updates ;)
Surt contributed the first model to OpenDungeons (and it looks good!) The model also was quickly incorporated by Timong into jClassicRPG.
Meanwhile, JackyJ (creator of the cool 3D platform-marble and physics game irrlamb) released the first version of Choria, which seems to be a parody of MMORPGs. It reminds me of the funny (though unfree) Progress Quest.
Word War vi has reached release 0.19! Controls are fine now and the side-scrolling arcade is lots of fun to play. It might be the first game with Xbox 360 controller rumble effects on Linux!
RubyWeekend #2 is happening this weekend. I'll be helping kiba with art stuffs. It's gonna be fuun! As you might have figured, the rules are to use ruby inside the time span of the weekend to create a game. :)
The 3D Ultima Online client remake Iris 2 scored first price (best project) at dusmania (german indie games ...party :) ).
Part of the dusmania was a overnight games creation competition. Our result (made with LÖVE) is lalalove (working title), a game inspired by Lost Garden's Celestial Music. Basically you connect stars, asteroids and planets, to create musical compositions. The current state isn't polished but playable and fun for some seconds. We're definitely going to make it kick ass!
Also: No more game videos on Vimeo allowed. Not sure if they permit videos of games you did yourself.
So let's see... what's going on in the open source gaming world today?
On the forum of FreeOrion are a bunch of awesome looking nebulae. Nice desktop backgrounds and even nicer galaxy view backgrounds!
I started a small smiley making competition for LÖVE. You can win a copy of a print version of my favorite web comic!
OpenDungeons (to be renamed) has been started and a forum was created on the FreeGameDev.net forums. "Another Dungeon Keeper clone!" you say? Well, the thing is that Dungeon Digger's development kind of stagnated... And the other thing is that Dungeon Keeper is/was pretty awesome...
So far, the game features a simple level editor (which I slightly fell in love with already - just think of the possibilities!) and some neat monsters are preparing for their way into the project's CVS!
There have been multiple (mostly bugfixing) releases of the action platform game Blob Wars : Blob And Conquer. But I have two problems with the game: 1. The controls are explosively sensitive and I was so far unable to overcome the first platform sequence in the first level. 2. The turning speed of my character is depending on the distance between bob and the camera, so when bob is standing back to a wall, it will be impossible to aim because the turning speed will be 40 degrees per 1 point mouse movement...
This apparently will not change:
Please note: the camera is not going to get much better than this. Minor niggles, etc. can be ironed out, but a full blown, intelligent and dynamic camera, as found in many multi million dollar budget games is not going to happen.
You can take a look at the first level of the game and at my issues with it in this gameplay video.
Also let me tell you that I appreciate very much, how Parallel Realities gave Blob Wars : Metal Blob Solid a nice story and setting, and made it a fun to play game. So I'm not giving up on the 3d platform/shooter just yet!
I just found out that ja2-stracciatella, is based on the unfree (although open) Jagged Alliance 2 source code. :( Thanks to Lightkey of Holarse (de) for giving me the license link!
FIFE 2008.1 has been released! The flexible, isometric 2d game engine has seen many changes: It is now licensed under the LGPL (GPL before), dependencies have been removed (no more tinyxml), it features a small example game and muuuuuuch moooooooore.
What *really* makes me interested in this release, is the inclusion of a map editor! I unfortunately haven't been able to compile FIFE (apparently due to an error in the unstable Debian sid distribution), so as soon as I install Arch Linux, I'll be bombarding you with mapping videos again!
FIFE Is no Fallout Emulator btw!
Speaking of FIFE: OpenAnno 2008.0 was completed (the game uses FIFE as an engine.) There have been some art and code and documentation additions. And new teammates also! :) OpenAnno will be represented at a german indy game dev meeting that I'll be visiting this weekend.
This just in: Simutrans 100.0 (r1867) has been released! Last time I checked it, the game was a Transport Tycoon Deluxe clone with pretty graphics and a deadly/unfair AI.




