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If you were to create a FLOSS game, how would it be?

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  • #16
    Originally posted by Thetargos View Post
    I think that the process should be that you should have a pretty good idea of what you want the game to be like, and THEN start coding and performing tests to see how to get an engine for your game to actually do what you want/do. I've always thought one of the best modifications to the Quake 2 engine was the one Ion Storm did for the game Anachronox. From the controls to the camera to the characters, and the world, it is amazing what they did. I've always thought that for a true 3D adventure game, that would be the kind of controls I'd like to use.
    Yes, I did have a good idea what the game was what I wanted to do, FYI.

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    • #17
      I didn't mean to imply you didn't, my apologies if it was understood like that. I was merely commenting on the process. I'm sure that reviewing your code comments and notes on the game you might pick it up where you left

      I was trying to imply that ideally you'd have everything written down so you could avoid getting lost within your own changes and modifications and even things you note as you go ('you' here I mean it as the team or anyone involved on any project). Quoting from you:

      Nowadays, I want to focus more on finishing a story.
      Which is excellent. With a full story you get to really focus on those elements that will help you actually tell the story within the game, an aspect that I believe has been a bit unattended in some recent games, where everything seems to be "eye-popping effects" with some story (*cough*Half-Life 2*cough*)[1].

      I think it is great to know where is the game going before actually start coding, so to focus coding on the direction the game is intended to follow, and that includes the plot, as it defines so much in a game like scenery, effects, down to gameplay; not to mention level design and scripting, even the art might be defined by what the plot is about. I think in any good game design, if there's a plot involved, it should take a central part of the game development and design (not that it doesn't with some memorable games), which is why I think we've fallen short of Adventure games, they're simply too difficult to design, pity, used to be my favorite genre.
      1. The amazing physics engine was exploited to some degree for story telling, but only so much (playing with Dog, and 'teaching' the player how affect the environment and solve puzzles, not necessarily unravel the plot)

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      • #18
        Now for some future thought. How should any game be distributed? With so many flavors of linux and so many different installer methods, would creating a livecd with a basic window manager and drivers for as many cards could be supported be an idea. I can help on some scripting of the 2 popular methods of livecd's (mklivecd and linux-live) as I helped with the mklivecd scripts on the move to 2.6 kernel and nvidia as well as the ati and I can throw in a nvidia-ati detection script that could be modified to detect other cards that basically goes to another script based upon the video card it sees then installs the correct driver. Keep me informed please as showcasing games-demo's on a livecd could be a great marketing tool.

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        • #19
          Originally posted by supergamer View Post
          Now for some future thought. How should any game be distributed? With so many flavors of linux and so many different installer methods, would creating a livecd with a basic window manager and drivers for as many cards could be supported be an idea. I can help on some scripting of the 2 popular methods of livecd's (mklivecd and linux-live) as I helped with the mklivecd scripts on the move to 2.6 kernel and nvidia as well as the ati and I can throw in a nvidia-ati detection script that could be modified to detect other cards that basically goes to another script based upon the video card it sees then installs the correct driver. Keep me informed please as showcasing games-demo's on a livecd could be a great marketing tool.
          I think this is a great idea, especially for people who are curious how a game would perform under Linux and/or never used it before. Wouldn't be hard to pull off either. Debian would probably be the best suited for the task. Either that or Gentoo, but technically, anything would work. It is a great idea though, I'll definately have to keep that one in mind.

          The window manager (Gnome, XFCE, or KDE, I would probably choose XFCE for a live game cd), could simply start the game up on startup. And just have some icons on the desktop for shut down and restart and the game icon. What would be even slicker is if you had the game ask where you want to save/load your game if you want to save, you can choose either another Linux partition, your Windows partition, or even a ftp. That would be sweet to have built in ftp support for save games hahaha. You'd never lose your progress in the game. Now thats revolutionary.
          Last edited by Malikith; 11-14-2007, 09:21 AM.

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          • #20
            This reminds me of the early Gnetoo's attempt at having LiveGames, basically to turn any gaming capable PC into a gaming console. As far as the window manager goes, I'd go with something slimmer than the aforementioned ones, which are more of Desktop Environments than simple Widnow Managers. Flux/Black/*box on the other hand would get the job done just right, with a very light memory fingerprint.

            As far as installtion goes, one of the most established methods would be to use the Loki Installer, which is both convenient, and effective.

            The only problem I see with LiveGames, is actually where to save the data, the most obvious "solution" would be to use USB drives as kind of memory units in game consoles, but in absence of one, the HDD filesystem could be used, in which case the question would then be where to save the data.

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            • #21
              Ehm, if a it is a Free/Libre Open Source Software, then the *release* will be a tarball with all the data. There is no need to provide any binary. The binaries are created by the distributions and included in the normal distribution package manager. So installing is nothing more than running eg emerge gamename, apt-get install gamename or *whatever* your packagemanager uses. So why care at all about things like a lokiinstaller when using the packagemanager is so much nicer.

              I would not like to have to rely to a binary version when using some open source software, since if you have the sources, you can compile it yourself and it will work, so the distributions can include it.

              For some closed source software there is of course no real way to directly provide binaries that include in the package manager for all the distributions. That is the only situation I do see for things like a lokiinstaller.

              One example for things doing the FLOSS way is wesnoth. You will find it in basically every distribution directly in the package manager and you can get the sources and compile it yourself if you do not want to rely on the binary version of it, or if you don't find the version you want in the package manager.

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              • #22
                I wonder if this thread will spark some form of collaboration of sorts.

                "Phoronix - the game based on the popular website"

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                • #23
                  If you were to create a FLOSS game, how would it be?
                  it would provide a good base for heavy modding. and be written really well (as small as possible memory footprint, clean and fast code, no massive library dependencies etc).

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                  • #24
                    I was thinking of slax actually with kde stripped and flux or even use DSL...just some ideas thowing around..I already make the SuperGamer series of LiveDVD's and we are getting to a point of getting into the enough ram to load everything. So I have been tossing around the idea of taking it to a simple end and just have one demo per iso to free up enough ram for more enjoyment. I can actually fill a cd with 2d games for everyone and then have seperate cd's for the bigger names. As for saving settings the usb stuff might not be the best route but I am looking into multi-session burns. I would have to specify to on-disk on how to burn these but that would be a minor issue

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                    • #25
                      Originally posted by supergamer View Post
                      As for saving settings the usb stuff might not be the best route but I am looking into multi-session burns. I would have to specify to on-disk on how to burn these but that would be a minor issue
                      This presumes that the machine it will be on has a burner available to it. USB saves, while evil, are unfortunately a reality you're going to have to deal with- not to mention when the disc is used up, you're done being able to save anything. You'd have to burn a whole new disc from time to time- only DVD-RAM will bring you something resembling the ability you're looking for there.

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                      • #26
                        KDE for a Live gaming system is (IMO) a bit too much of a memory hog. Why load everything up into RAM? Sure it helps to speed things up, but it also leaves little room to maneuver. Why only load those parts absolutely necessary as infrastructure and (with DVD's anyway) rely on the rather speedy access modern drives provide (16X/20X drives are capable of 20+ Mb/s transfer rates, good enough to start games). Older drives may have more trouble (12X and older), and pretty much a DVD drive is, if not the standard, the status quo in terms of modern computing. For those without a DVD drive, there's always the chance to cook a quick CD. LiveCD will be MUCH slower than DVDs as even 52x drives will only transfer up to ~7.5 Mb/s, they key question would be how to best harvest the transfer speeds of DVD drives for gaming? Just like how did Sony get away with an impressive system such as the PS2 with only a 12X drive, and yet the games didn't have long loading times, or didn't have loading times at all (depending on the title). But all these considerations are for Live games discs only.

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                        • #27
                          Originally posted by yoshi314 View Post
                          it would provide a good base for heavy modding. and be written really well (as small as possible memory footprint, clean and fast code, no massive library dependencies etc).
                          That's already taken care of

                          http://en.wikipedia.org/wiki/Id_Tech_3

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                          • #28
                            I think it is a bit wrong to say that KDE is not good for gaming purpose, usually a gaming pc needs to have lots of ram, especially when you want to play games from a live cd/dvd without swap. I really don't think that a few mb more or less matter. I do not count those tiny games you get with KDE/GNOME, but I mean real 3d ones.

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                            • #29
                              Originally posted by Kano View Post
                              I think it is a bit wrong to say that KDE is not good for gaming purpose, usually a gaming pc needs to have lots of ram, especially when you want to play games from a live cd/dvd without swap. I really don't think that a few mb more or less matter. I do not count those tiny games you get with KDE/GNOME, but I mean real 3d ones.
                              Problem are games such as Warsow or Nexuiz (about the two most demanding games available in the Open Source world, there may be others, like XPlane or Celestia, but they're simulators, not games as such [IMO]). A Live System could be made so that if it detects a Linux SWAP partition it may use it (if needed), and try to leave as much memory free for games as possible. KDE compared to the *box WMs is HUGE, I'm not familiar with the "light" version, though. XFCE should be also a good GNOME substitute, if a full blown DE might be required.

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                              • #30
                                Originally posted by Thetargos View Post
                                Problem are games such as Warsow or Nexuiz (about the two most demanding games available in the Open Source world, there may be others, like XPlane or Celestia, but they're simulators, not games as such [IMO]). A Live System could be made so that if it detects a Linux SWAP partition it may use it (if needed), and try to leave as much memory free for games as possible. KDE compared to the *box WMs is HUGE, I'm not familiar with the "light" version, though. XFCE should be also a good GNOME substitute, if a full blown DE might be required.
                                Yeah KDE does use alot more ram compared to Fluxbox or any of the other light weights. I thought XFCE would be a good option, but I also forgot about fbdesk for Fluxbox, which gives Fluxbox desktop icons. I think desktop icons are nice for live cd/games, at least within this idea. Makes launching a bit easier, however you can also simply add it to the Fluxbox menu as well. But I don't think fbdesk takes up more than maybe a meg or two of ram. So I'd say Fluxbox. Its practically free when it comes to resources. At least if you have 256+ mb of ram. I actually just started running Fluxbox (I've tried it before but didn't really dig into it), you can get some pretty cool effects customizing it.

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