Tuesday, 25 November 2008

OpenTTD, Simutrans, and Egoboo


OpenTTD OpenGFX


OpenTTD moved a step closer to being a Free Software game with alpha releases of OpenGFX, the "[8bpp] Graphics Replacement Project". There's still a few black boxes ("features") where yet-to-be-replaced buildings should be, but it looks fairly good other than that.




OpenTTD 32bit extra zoom


Of course, this is just the low-resolution replacement that makes OpenTTD fully free, and is not to be confused with the high-resolution graphics work (see screenshot). The more detailed graphics are [unsurprisingly] less further along.



In the meantime, there is a totally Free Software transport game in Simutrans.




Simutrans Pak96 Comic


Pak96 Comic [for Simutrans] looks especially gorgeous. Clean, clear, and consistent graphics mean you can focus on gameplay rather than get distracted by artifacts or areas that are difficult to visually parse. The simplistic style has meant they have been able to rapidly create a large number of graphics with minimal deviation in style. There are different climates zones and architectures. Also it's bigger than the oft-tiny-looking standard pak64 graphics (equivalent to OpenTTD's 8bpp graphics) whilst not oversized like the pak128 (equivalent to OpenTTD's 32bpp graphics) can appear. It's a good balance for the standard resolutions today and fun to play - a better experience IMHO than standard OpenTTD or Simutrans. Download it from here.



Egoboo 2.6.8 has been released (see 2nd post in that thread for the impressive changelog). To quote the homepage on what 2.6.8 brings us:



This release includes a lot of new content, and a lot of bugs have been squashed. It is also -- Macintosh users rejoice -- finally available on all three platforms!


It got extended beta testing and the development seems to be maturing a bit as well. Whilst previous versions have been plagued by long-standing issues, from my observers parapet it would appear they have largely been dealt with. I haven't tried it, but it looks like they have finally fully emerged from the mess that Egoboo once was and it is now a healthy project and a playable game. Congratulations especially to developer Zefz whose determination and dedication have saved the game. Anybody who tries 2.6.8, please post a comment on your experience!



P.S. I'm unable to access the forums currently :-( due to voluntary content restrictions on my Internet connection. However that, in a way, is a good thing. I'm supposed to be programming Fortress, y'see, so now I have less distractions... we'll see how it works out.

Saturday, 22 November 2008

Dungeon crawler action-adventure: Meritous

Meritous: lots of projectiles and no shields

Through Libregamewiki, I found a game that was new for me: Meritous, a real-time dungeon crawler (like Goblin Hack) with strong arcade tendencies.



Meritous's map view
In the game you walk through rooms and fight monsters. These enemies sometimes have multiple forms (and thus need to be killed more than once). You try to avoid the projectiles they shoot at you, while charging your psi circuit, to release a circle shock wave of destruction. Sometimes there are boss fights.



When the enemies are slain, you collect the crystals that they dropped. These can be used to upgrade the speed with which your weapon charges, to decrease it's cool-down time or to strengthen your shield (yes, you have a self-recharging psi shield thingey). Other than the purchasable upgrades, there are free upgrades and permanent bonus-giving artifacts to be found in treasure chests after boss battles.



The impression of the game on me is a very positive one. It has a cyberwizard/cyberpunk style and uses color of the environment and different music to convey information: the redness of the surrounding indicates the danger (amount of enemies) and the music lets you know what part of the map you are currently in. The music palette consists of various funky and/or chill chiptunes.



Also please be warned: because of the addicting attitude of this game, I went to bed at four in the morning yesterday..

Friday, 21 November 2008

Warzone 2100's new terrain

Warzone 2100's new look


Development of new, experimental terrain renderer for Warzone 2100 has started. It blends textures depending on terrain and it looks freaking awesome. For comparison: an example of the old terrain.



Four CGTextures-textures (at 1024x1024 pixels) were kindly permitted to be used under GPL terms. But more are needed. If you happen to have some mad texturing skillz up your sleeves: Warzone 2100 needs you! You can see the current tile sets, that need replacement, here.

Thursday, 20 November 2008

RPGs, Blood and Puzzles!

Fall of Imiryn r792
Annchienta is an isometric RPG engine. It is being used by the console-style RPG Fall of Imiryn (FoI), created by the same developer. The terrain is kind of 3D while everything else is good old pixel-ish sprites.



So how playable is the game? Well, it has NPCs and enemies, it has end bosses and maps and character levels and skills and spells. There is grinding and there are savepoints. Sounds complete? Oh right, story! It has story too. I don't know how much though, still have to find the right spot to catch some fish first...



EDIT: Oh, I forgot, I made a video recording of FoI, which you might or might not enjoy. Spoiler: I die.



I must admit that because of FoI I will go to bed one hour later than planned. (Is it clear that I'm trying to say that it's interesting enough to waste your time on it? Because I'm tired and not sure my phrase there is 'gettable'. O_o Moving on..)



Lavirinto 3D 0.6.2
Lavirinto 3D is now of version 0.6.2 and completely free: problematic sounds and music have been removed, sources of included library binaries are now included. There's even a WebStart version for people who are too lazy to open a downloaded file!



A reminder: Lavirinto 3D is a fun puzzle game which you should be playing right now if you haven't done so yet!



Putting Blood Frontier's new Carabine to good use
Blood Frontier! Ah, Blood Frontier, now that you have an energy weapon instead of the pistol, a new weapon called 'Carabine' and fun reflecting bullets, you're so much more unique and pleasure!



The reflecting bullets are a real joy! They are like billiard, just even more brutal! Unfortunately the effect is totally out of proportion to the current 'realistic sci-fi' feel of the game and I'm afraid it will be reduced a little or a lot. :|



You will have to get the Subversion version to join the newly added fun by the way. And if you're too lazy to check out the SVN, at least check out some of the screens I made.



Eisenstern inventory
The last jest for tonight is about the yet again awesome development going on Eisenstern-Subversion-side. (Cube2-based RPG, remember? ;) )



In the game you can now buy and sell and equip weapons and armor and spells (as items) and there are some wolves and bears around, which you can kill, so they drop money and re-spawn some minutes later. You get experience points and can level up. A new prototype map allows testing of those new functionalities.



I believe that also the first quest of the game got implemented: you can earn an apple by killing a bandit king! As always, it's so great to see the project becoming more and more of a game. Here's the screenshots link.

Friday, 14 November 2008

Open Source Game Engines Updates

OGRE 1.6.0 aka Shoggoth is the newest version of the acclaimed 3D engine. I don't understand anything that's on the changelog, but it obviously goes beyond bugfixing and tweaking. :)



There are no recent pre-compiled packages available, so the source way is the way to go, for now.



The Infinity Engine's clone GemRB had some DONEs added to it's TODO, when version 0.3.1 was released a month ago.



OpenMW, an OGRE-based engine for TES3's game data, is now 0.5-versioned. Considering that the project started in this year's june, this number is quite impressive! Does this mean that we will have a final version of OpenMW by the start of 2009's summer? :D



However, animations, interaction and user interface are not yet implemented. Also: check out these videos that show the progress of the engine so far.



cocos2d-iphone is yet another LGPL-ed game framework and you can probably guess the platform it's designed for :). However, freedom freaks will argue that free software can not exist on an iPhone.



Ignoring all that, I find the Video presentation of the engine very spiffy. It demonstrates all the features in a more entertaining way than the raw text listing over here.



The Kambi VRML game engine now contains a demo of Precomputed Radiance Transfer. It has something to do with real-time lighting I think.

Thursday, 13 November 2008

Eye of the Tiger

I shall be brief, for I am in my briefs, and briefly available to briefly brief you.



Warzone2100 2.1rc1 - the first release to include the original game sound track. Read the announcement and the changelog for more details.



It's like Command and Conquer. Except it's good. See video:





Rising up... mmmmm mmmm... took my time took my chances... aaaah ooo... just a man and his will to survive... nmmmm mmmmm... its the Eye of the Tiger!" Gotta love that track.



There's a new development release of Oolite, the elite-inspired game. Version 1.72 (announcement, changelog) has been a while coming and, as such, contains a long list of fixes. Looks pretty stable to me but *shrugs* not my project.



FreeCol 0.8.0alpha3 - fixes a few bugs, they say.



Vacuum Magic is R-Type style 2D side scrolling shoot 'em up action, and all Free Software. The game topic is a little off beat but the gameplay is pretty neat and there's plenty of levels to play. Check out the video:





Open Octane, announced in the forums, aims to be a fast paced car combat game where you can destroy most things in the game world. You can see the car crashing through trees and fences in the demo below:





It reminds me of another open source game that I can't remember right now as it's late and I have other things to do. I'm sure I'll remember later or somebody will post in the comments the game I'm thinking of...

Wednesday, 12 November 2008

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