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No announcement yet.
If you were to create a FLOSS game, how would it be?
Well... such engines "are in the works" ( by the way... what are the regulations here on mentioning projects? )
Go ahead and mention the engine's here but as far as them being "in the works", they have been in that status ever since FOSS engines came to be. These FOSS engines have to be advance enough to attract game studio's during the present time, not 3-4 years later when it's caught up to a 3 year old commercial engine.
Every engine has been once "in the works". You can't get a finished engine if you don't work on one, right? And who said an engine has to be 3 years old? Most engines have evolved over the course of development. I know quite some AAA engines which looked a lot "older" in the middle of their development time but they went with the time and pimped it up while they worked on it. So that's really not the problem why the current FOSS engines trail behind their AAA counterparts.
I think what Linux gaming needs is a real innovation...
See, we got Tabbed Browsing before IE, we got the KDE 4 desktop that gave many great technologies (which are more or less stable), we got 3D effects of which Vista users can only dream from, etc etc.
HOWEVER, (apart from the at the moment crappy graphics and sound card support) if you look at the gaming site you can see many very small games with a handfull special ones like Neverball. Then you got the big OSS games like Nexuiz, Warsaw, Planeshift, Freeciv and so on, but these copied most features from other comercial (partly Windows) Games like UT, Civilization, Guild Wars, World of Warcraft (warsaw is a bit special through its graphics). The OSS variants of these are quite good, however, they all use a known concept and don't do much to improve that one but only copy it.
So, if I was to create a FLOSS game, I'd first take some time to really find some NEW concept, or at least wouldn't try to just copy some Windows game.
You nailed it, exactly.
An idea I've been throwing around but will likely never act on is a Metal Slug-inspired team-based FPS. The gametypes are basically lifted from UT04, but the weapons and vehicles are by and large original concepts (save for a few FPS-generic archetypes like machineguns) and the gameplay is tuned for a slower, more relaxed pace. The artistic style would be more of a slapstick, tongue-in-cheek direction, much of it parodies and exaggerations for comedic value.
Here, somebody catch!
-E- On Warsow (I assume you mean warsow by "warsaw"): Have you played Quake 3? No? All the weapons (except the pistol thing) In Warsow are lifted directly from Quake 3, just with different graphics and sounds. They even have roughly the same firing rates. Unoriginal, indeed.
Perhaps copying existing games is the right way to go, but ignoring what the big commercial houses are doing as well? After all they tend to churn out the 'commercially viable' variations on a theme (aka WW2 FPS or indeed First Person Shooters in general). But where are the Carrier Command's, Midwinter's hell even Millennium 2.2 & its sequel Deuteros? Yes, even the old point n' click adventure games.
Whilst classics, what was missing from those games that could be expanded on thanks to modern hardware (increased screen resolution, CPU grunt and RAM availability) and I don't just mean graphics? Perhaps CC with a better resource management aspect?
People still play things like Ultima 7 because they were fundamentally good games that told a good story and/or were enjoyable in the long term. I think that's what FOSS gaming needs. It's version of Ultima, it's Carrier Command... something which a) works b) is playable c) stands there and goes "You wouldn't make this, so we bloody well did it".
I mean if you could panel beat the Vega Strike engine hard enough you'd have a bloody awesome Elite/space trading game.
Great topic. Right now I only have one thing to add, and it's around the infrastructure requirements that MMO games require over and above FPS games:I'm sure many of us played or still play NWN. The game wasn't open source of course, but it did run on Linux and it still has a huge community and following to this day. One important aspect of this game was that it was possible for anyone to start their own persistent world and control that world however they saw fit. The pieces of the puzzle were there for the community to use how they wanted to, which is the whole reason why this game was so popular.
I think the key to an open source MMO taking off is to adopt a similar gametype. This allows the open source project to only focus on making the pieces of the MMO puzzle: the graphics, the monsters, their default abilities/stats, characters, maps, etc. The community can then focus on putting everything together how they want, and then success of each persistent world will depend on the individual world's quality.
Making these various RPG/MMO game pieces is one area that I would really like to focus on, and I'm interested in knowing if anyone has heard of such a project. I know I have some information on this subject in the form of various website links. I've also been working on implementing these various objects and their interactions in a web-based Java game that will probably never see the light of day with the way things have been going lately =( , but who knows... I may get something up within the next couple of months if I'm lucky.
Check out the worldforge project http://worldforge.org. One of the oldest open source MMORPG projects and its still going. Instead of trying to build a game, they're building a framework for making MMORPGs that others can take and make the game they want.
If I where to create a new floss game (which I am) I would make a simple multiplayer driving game where... perhaps I'll talk about it more when the first game modes will be playable and I'll be looking for artist for car models and surroundings (background buildings and such)
I wish I was a gamedeveloper or knew how to program.
When I first read the topic I thought of a racing game. But when someone mentioned a 3rd person game and lightsabers with combos and such, I started thinking of something like Halo.
Yeah, I know it's distributed and owned by M$. But it's still a really good multiplayer game. specially the first game. The grafics arent the best. But in my oppinion grafics doesnt matter so much. It's the design that matters. look at blizzard games and halo for eksample.. everything looks extreemly cool. Then take Crysis and far cry. The game offers the best grafics out there, but the sound, feeling and design sucks.
Counter-Strike owns because of its simplisity and feel. I personally think that quake 3 is a more boring game than UT, but weapons, maps and powerups looks by far cooler in Q3.
When that is said.
What about makin a game like Halo. A game with more open landscape, no recoil. less speed than UT. but dont make it too futuristic, with ugly guns and stuff. I personally HATE Unreal Tournament for it's stupid weapons and stupid voices. When you play a hero, you dont want him to look like a troll or some other idiot walking around with gluepistols or tamponchangers..
I am working on a prototype for a game inspired by the legendary Magic Carpet.
Planned features: support for Linux, Windows & Mac OS X. Coop/competitive multiplayer. Environmental interaction as a fundamental gameplay element (the prototype will be testing ideas such as deformable terrain, day & night cycles and weather control - although I doubt the last one will pan out).
On the hardware side, the initial prototype will require OpenGL 3.1 to run. However, if this turns out nicely I will improve backwards compatibility and and try to turn the prototype into a commercial release.
In any case, I will release the source code for the game, engine and any tools I create. This is only right, considering that I'm relying completely on open-source tools: Mono, MonoDevelop, OpenTK, Gimp, Audacity, ...
Bölvağur: Any more information about your games? Sounds like a good idea. Racing games are always welcome!
It has been stalled. Im busy making an application of Android, and probably will not start until 2011 probably
If I have time over christmas (yuletide), easters and the summer I will start again.
The next step is finishing the physics, but it is not my strongest side. Then I'll make the first game mode and of course making models, textures and other graphical niceness (but I had a guy that was supposed to do it but he has been busy also)
(oh god... chromium isnt allowing me to use the url insert thingy ↑↑↑)
This was the first working demo of the game few minutes after it got a working movements (be able to press more than 1 button at a time). But the real demonstaration is of the road as it is generic and really has a mind on it's own.
The current version is v0.03 but doesn't look much better, just more things going on in the background.
The Quake engines are getting old these days. Engines like the ones used by Bethesda (aka fallout 3) are showing more promises. To me this engine is really good, as it also proves that good graphics can work in conjunction with good game play.
I would like to create something of a DeusEX style game. A first person shooter with RPG-like qualities and a Cyberpunk'ish storyline.
This is the style of RPG that I have always liked. It's by far the most advanced for its day out of many other FPS games. Coupled with some modern graphics, on a GNU platform, a game like this would kick ass. As someone stated earlier, someone needs to write a good storyline.
Of course live cds can use swap partititon, but you really count peas. You will gain no speed when using something else than KDE. And as soon as you would start a kde tool, then all kdelibs are loaded as well and you even LOSE memory as usually have another toolkit loaded before.
Heh... KDE is going to be a problem. GNOME will be a problem. Heck, EDE or Enlightenment would be a problem under the right circumstances.
The reality is, do you 'need' a desktop environment for a "console-like" gaming live-CD? Or, would something a little lighter (Down to just booting into the game, lighter...) suffice?
If you want game save move ability, etc. you'll need SOME sort of UI- but a UI app framework for the desktop, something like KDE or GNOME, is just too freaking bloated for the task. You don't need "app integration". You don't need "printer support", etc. That's what both KDE and GNOME bring to the table for you. In a game, unless you NEED that sort of thing, you just don't bring it along. It's been asked how SONY managed so much with so little in the case of the PS2. It's dead simple. They KEPT it simple. If you're going to do the same thing with this stuff, you're going to have to do much the same thing.
Now, as far as games go, it's up in the air- and you should be able to make a title run on the live-CD as well as a desktop for it to be "useful".
I use Fvwm with Arch64, and find that its much less strain on the PC compared to the likes of KDE. The way to resolve the system loading KDE libs is not to install any of them or any associated bloat with them. Same for gnome.
I'm sure Arch Linux has something along the lines of a LiveCD where this was done. I'm sure I remember it working pretty well too.