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

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  • niniendowarrior
    replied
    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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  • Thetargos
    replied
    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.

    Leave a comment:


  • niniendowarrior
    replied
    Originally posted by joshuapurcell View Post
    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.
    I don't know how closely Planeshift resembles that but I tend to agree on what you say. The one thing I never did like about MMOs is the fact the game time hinges around a central server. Anyone should be able to create his own persistent world and put in what he thinks is best for his own game world.

    Speaking of FLOSS game development, I was hard at work on using the Quake 3 engine to build my own adventure game alone, which was heinously difficult and the scope was completely overwhelming. I was mainly stuck with story writing and had ideas all written in. I wrote notes and comments on the Q3 engine along with some test manipulations on camera inside the code as well as changing and shifting graphics from inside the code. I lost my entire progress so there's no point in me picking it up. At one point in time I thought making an Open Source Project out of it would help realize my dream of it, but never did see any outside interest in it.

    Oh well, just thought I'd put my two cents. Nowadays, I want to focus more on finishing a story. Too much time is spent on work and that leaves me with absolutely no time for development.

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  • 1stFlight
    replied
    I would like to create something of a DeusEX style game. A first person shooter with RPG-like qualities and a Cyberpunk'ish storyline.

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  • divan
    replied
    Found the problem, the new Zoidcom 0.6.8 is messing up the program. Please use Zoidcom 0.6.7.

    Leave a comment:


  • Thetargos
    replied
    Indeed NWN and its Aurora engine are one fabulous piece of code. No wonder it took four years into planning and coding, and one more year for the Linux version.

    I'm not familiar with such a project like what you describe, trying to implement the same idea of persistent worlds (and modules) NWN originally did in the Open Source community. The most prominent (not the only one, mind you) Open Source MMORPG game currently is Plane Shift, but this is purely On-Line (a la WoW or Star Wars Galaxies). Another great thing about NWN is that it allows you to play the single player campaign in cooperative multiplayer, adding a bit more replay value to the campaigns. Not to mention the immense amount of modules that the community produced.

    Such a model would be very hard to imitate/implement, but it sure would be a very good addition to the Open Source game library.

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  • joshuapurcell
    replied
    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:
    One obviously requires much more infrastructure than the other, but at the same time has "simpler" gameplay elements as its goal would be to also promote social interaction among the gamers... Not to mention the whole deal of balancing the game, weapons, armor, items, damage, creatures, loot, levels, quests, plot, economy system, etc, etc. An FPS indeed is to a certain point "easier"... The new trend seem to be FPS games with some RPG elements and social interaction that raise the bar for these types of games (ET, ET:QW, CS, TF[2], Battlefield, Call of Duty, etc), effectively in some cases turning them into First Person Role Playing Game Shooter kind of games. In any case, the key element which most never be forgotten when creating a game is to keep the game FUN (which seems to be increasingly hard to achieve nowadays also). Creating a complex game like an RPG or Adventure title, with the Open Source model, for and from the community would be and is, extremely difficult.
    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.

    Leave a comment:


  • divan
    replied
    Originally posted by Malikith View Post
    I read a bit about your project on your site and it sounds like a great idea. I like the landscape artwork too. However I have a issue with your game, I know its in a very early stage but I'm just letting you know.

    Now, I turned on allegrogl on in the configuration file, ran the game, so far so good. Went to host a game since theres no single player yet, and when I get into the game, this is what happens:

    The issue

    Is there something I'm supposed to do?
    That is a definitely bug. It seams as if the position data from the server is not getting through or the server could be wrong. Will update the game soon, probably today or tomorrow

    Leave a comment:


  • Malikith
    replied
    Originally posted by divan View Post
    Hey everybody,

    I have started a project on my own so far, which is not yet open source but I will make it open source sometime. It is a RPG game with singleplayer and multiplayer parts. It is 2D but can use OpenGL for acceleration.

    Check my website at : divanburger.110mb.com

    This is my first LAN game and I have only been working on it for 6 weeks, mostly creating the interface, graphics system and other basic stuff. Please let me know what you think.
    I read a bit about your project on your site and it sounds like a great idea. I like the landscape artwork too. However I have a issue with your game, I know its in a very early stage but I'm just letting you know.

    Now, I turned on allegrogl on in the configuration file, ran the game, so far so good. Went to host a game since theres no single player yet, and when I get into the game, this is what happens:

    The issue

    Is there something I'm supposed to do?

    Leave a comment:


  • Michael
    replied
    Originally posted by divan View Post
    Hey everybody,

    I have started a project on my own so far, which is not yet open source but I will make it open source sometime. It is a RPG game with singleplayer and multiplayer parts. It is 2D but can use OpenGL for acceleration.

    Check my website at : divanburger.110mb.com

    This is my first LAN game and I have only been working on it for 6 weeks, mostly creating the interface, graphics system and other basic stuff. Please let me know what you think.
    Looks interesting with all that's been done in that short time frame. Good luck! And be sure to keep us updated in the gaming forum on the development progress of OneHero.

    Leave a comment:

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