- Sadly Warsow, despite recentish good news of open asset re-licensing, seems to have come to an end, with the lead engine developer stepping down and general chaos in its wake. Initially I thought it would sort itself out somehow, but after a few months things look still bad. And an forking attempt also seems to have fizzled. So, maybe YOUR chance to step up and take over a brand new fork? It includes nice relatively unknown game modes similar to Team Fortress and Counterstrike "bombing", so one could try to refocus and re-brand everything.
- Maybe old news, but it seems people finally got sick of the lack of development and restricting assets licenses of Sauerbraten, and decided to start a nice fork called Inexor. From the looks of it, engine development is quite active and new asset licensing should make the result fully FOSS. They even plan to back-port some nice stuff from Tesseract (sadly also very low profile development on that one).
- Not yet released, but projectUnkown is a cool one-man-show project, with extremely liberal game-code and assets licensing (CC0). It will utilize the latest and best of the Quake1 derived engines FTEQW, and has been recently showcased on the QuakeExpo2016.
- Another unreleased WIP is the Darkplaces based "A Dark Place" (sic) single player FPS. Check out their development screen-shots on our forums and on quakeone.com.
- And last but not least it looks like the the Alien Arena (open-source Quake2 based engine with closed art assets) is getting yet another major content upgrade. Amazing how much endurance they have in updating this game...
Tuesday, 15 November 2016
Warsow down, FOSS Sauerbraten fork and maybe an unkown project?
Assorted news from the vast realm of open-source FPS games:
Wednesday, 26 October 2016
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Monday, 24 October 2016
DevCorner: Exciting news from the Godot Engine project
The Godot Engine ("the open-source answer to Unity3D") continues to make exciting progress with the recent stable release of version 2.1. Besides lots of small usability improvements to the GUI, the main new feature is a asset sharing store build right into the editor:
This should hopefully result in a lot of extremely easy to use assets, and I am looking forward to seeing a lot high quality assets from OpenGameArt.org transferred into it ;)
In related news, it was recently announced that there is work going on to allow C# (a extremely popular game scripting language also used in Unity3D) scripting in Godot besides the current Python based custom language. So this should lower the entry barrier for indie developers significantly, and maybe we will even see a conversion utility for open-sourcing simple Unity3D games?
Furthermore they are also working on a visual scripting system akin to Unreal's Blueprint or what you can use in the Blender Game Engine. Yeah, visual programming systems are usually pretty limited, but they have their use-cases and definitely lower the entry barrier for artists (map events or shader scripting). Or to put it in the Godot Engine developer's words:
Oh and last but not least, after long waiting the first version of the Godot based point and click adventure framework Escoria has been released. It is based on the work done for the pretty cool commercial game developed by the original team behind the Godot Engine, so it should be quite powerful. You can find the source code here and a nice manual here.
P.S.: There is also work on-going on a higher level networking support for Godot, which should really help with multi-player prototypes.
This should hopefully result in a lot of extremely easy to use assets, and I am looking forward to seeing a lot high quality assets from OpenGameArt.org transferred into it ;)
In related news, it was recently announced that there is work going on to allow C# (a extremely popular game scripting language also used in Unity3D) scripting in Godot besides the current Python based custom language. So this should lower the entry barrier for indie developers significantly, and maybe we will even see a conversion utility for open-sourcing simple Unity3D games?
Furthermore they are also working on a visual scripting system akin to Unreal's Blueprint or what you can use in the Blender Game Engine. Yeah, visual programming systems are usually pretty limited, but they have their use-cases and definitely lower the entry barrier for artists (map events or shader scripting). Or to put it in the Godot Engine developer's words:
To make it clearer, it is not our belief that forcing programmers to write code with visual blocks will result in a more efficient workflow. We know other game engines and solutions try to sell you this point of view, but rest assured that this is not our view or intention. We stand by programming and still believe it's the best.Sounds pretty good doesn't it?
So then, again, why visual scripting? Our goals with it are the following:Please understand it as just an extra tool, not as a replacement to programming. It will be possible to use both GDScript and VisualScript as complementary tool in a same project.
- Provide a way for non-programmers to experience what developing in Godot feels like, by ensuring they have a way to manipulate their game's logic.
- Allow programmers to set up their scenes, AI, etc. in a way they can expose the coarse parameters and logic to level designers or game designers. This way, they can do tweaks without bothering programmers.
- Allow programmers to expose how data is organized in a visual way. Godot's VisualScript has so much flexibility in how the graph flows that it allows creating dialogue trees, coarse game flow, event handling, etc. with small effort.
Oh and last but not least, after long waiting the first version of the Godot based point and click adventure framework Escoria has been released. It is based on the work done for the pretty cool commercial game developed by the original team behind the Godot Engine, so it should be quite powerful. You can find the source code here and a nice manual here.
P.S.: There is also work on-going on a higher level networking support for Godot, which should really help with multi-player prototypes.
Friday, 30 September 2016
Yearning for more blog posts
Gosh that tumbleweed is clogging up the blog!
I logged into github today and saw this highly active project in my feed called The Yearning.
If that doesn't mean too much to you (it didn't to me!) then fortunately you can check out this gif of some gameplay.
Lots of other projects continue on strongly. Then there's others that need a bit of TLC. Somebody is having a bit of a go with reviving Open City, which could hopefully lead to making it a bigger project with more contributors later down the line. Then there's somebody reviving Lips of Suna. That's the great thing about open source - there's always a chance somebody is interested enough to take on the mantle should the original developer move on to other things.
I logged into github today and saw this highly active project in my feed called The Yearning.
A hybrid singleplayer / multiplayer game about spider drones and the meaning of life.
If that doesn't mean too much to you (it didn't to me!) then fortunately you can check out this gif of some gameplay.
Lots of other projects continue on strongly. Then there's others that need a bit of TLC. Somebody is having a bit of a go with reviving Open City, which could hopefully lead to making it a bigger project with more contributors later down the line. Then there's somebody reviving Lips of Suna. That's the great thing about open source - there's always a chance somebody is interested enough to take on the mantle should the original developer move on to other things.
Saturday, 2 July 2016
SuperTuxKart 0.9.2 released & new website
Great news from our friends of the SuperTuxKart project! Read all the details on their latest blog-post here.
They also made a nice new trailer showing off a more unusual game-mode:
Clearly this project has come a long way and looks better with every release! So grab your copy over at their fancy new website.
They also made a nice new trailer showing off a more unusual game-mode:
Clearly this project has come a long way and looks better with every release! So grab your copy over at their fancy new website.
Tuesday, 21 June 2016
QuakeExpo2016 16-30th of July, register your virtual booth now!
Seem like some people want to revive the old QuakeExpo tradition this year, which is after all the 20th anniversary of Quake1:
https://qexpo2016.com/
Booth pre-registration started on the 18th of June, and the for those that wonder what it is all about:
Personally I hope we will see some projects picking up the quite awesome mobileVR port of Darkplaces: http://quakevr.com/
P.S.: Slightly OT, but the Inside3D forums (all about Quake1 engine programming) have a new home at http://www.insideqc.com/
https://qexpo2016.com/
Booth pre-registration started on the 18th of June, and the for those that wonder what it is all about:
If you are a qexpo old-timer: The format is virtual ‘booths’ set up for a limited number of days just like the past. But unlike the past, this site has a built-in comment and messaging system. The site-wide stream of discussion is available on the ‘Activity’ tab. However, any booth owner may disable comments on their particular booth page by checking the ‘Comments Disabled’ category.Focus is mainly on Quake1 engine derived projects (Darkplaces Engine for example), but in the past there were usually also a few Quake2/3 engine projects in it. Fully FOSS is not a strict requirement, but quite common, and the engine is of course GPL licensed.
We also have a fancy event calendar to be populated. Events occurring prior to the Expo days may be posted, but it is requested that there be an event coverage booth, news, or other tie-in available during the Expo itself.
If you’re a new-timer wondering what the heck this is: The Quake Expo concept is based on virtual ‘booths’ where people show off projects, provide tutorials, or share nostalgia. See the links at the bottom of the site for previous years. The idea is a bit retro given all the possible online outlets for creativity now. But that’s one of the reasons to have it- with so many islands of forums, social media groups, and code repositories, it might be nice to come together for a few days and see what everyone else is doing. The time limitation is key. Booths will only be open for two weeks and afterwards the entire site is closed and archived.
Personally I hope we will see some projects picking up the quite awesome mobileVR port of Darkplaces: http://quakevr.com/
P.S.: Slightly OT, but the Inside3D forums (all about Quake1 engine programming) have a new home at http://www.insideqc.com/
Monday, 2 May 2016
Blackvoxel, an ambitious Minecraft/Factorio mix?
Check out this interesting (somewhat recently GPLv3 re-licensed) game Blackvoxel:
As you can see it has some interesting mechanic which they call "Molecular Voxel Interaction Engine". As seen in the trailer above, it basically allows you to automate crafting, resulting in interesting "programmable" factory setups.
Of course this might sound a bit too much like actual work and not fun... but given the big fan scene for the closed source game Factorio, I would say it can be more fun that it looks at first ;)
Blackvoxel itself probably needs to be a bit more of a game instead of "just" a sandbox, but there is big promise in the overall concept, so give it a try :)
As you can see it has some interesting mechanic which they call "Molecular Voxel Interaction Engine". As seen in the trailer above, it basically allows you to automate crafting, resulting in interesting "programmable" factory setups.
Of course this might sound a bit too much like actual work and not fun... but given the big fan scene for the closed source game Factorio, I would say it can be more fun that it looks at first ;)
Blackvoxel itself probably needs to be a bit more of a game instead of "just" a sandbox, but there is big promise in the overall concept, so give it a try :)
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