Are you playing Tryst?
Are you playing Tryst? it is an upcoming RTS game being made by indie BlueGiant Interactive.
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If you were to create a FLOSS game, how would it be?
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This is a sticky topic.
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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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Originally posted by ChrisXY View PostA binary binary what?
I personally look forward for games based on the penumbra engine which is now open source.
http://github.com/FrictionalGames
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Originally posted by b15hop View Postbinary blob
I personally look forward for games based on the penumbra engine which is now open source.
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Think about the gamplay first! Make it blockish as hell and ugly as fsck! Is it fun? No? Scrap it! Is it fun? Yes? Make a game out of it!
"I want a game where I am a super hero, where there are zxombies and massive sharks with freakin' lasers!" <- Nice setting, but don't even bother making a game. You already failed and it will not come out of beta as you will realise it just sucks when it shapes up!
Make sure the initial stage comes first! Think about what you like about certain games! How many objects do you want to controll? How many objects do you want to controll simultaniously? Do you like agility, timing or rather being smart? Figuring out puzzles? Strategy maybe? Do you want turn-based or realtime continues interaction? Etc. etc. etc.
After you came up with something, what setting do you want? Now comes the awesome part! Zombies, gigantic laZ0Rs? Whatever. And how could you make a story out of it?
Repeat repeat repeat!
N?w you've got a game! After that... program a prototype with the most ugly models evah and test it. tweak it. perfect it.
After you have done th?t... make a demo in C/C++ instead of python and Blender.
Then!... Show it to a concept artist. They can prototype a setting in the form of art. Then you create your story. You throw the thing out there and ask designers "Hey look at this. This is what I am making!". Then see if you can get artists to dress it up with their artwork.
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Originally posted by BlackStar View PostI am working on a prototype for a game inspired by the legendary Magic Carpet.
Originally posted by SarahKH View PostPerhaps 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.
Point and click adventures are essentially a series of puzzles plus a story, and each puzzle can be a form of gameplay in its own right. Look at the Ratchet and Clank series, they've easily managed to create a puzzle and decent gameplay in the mini-games that they've included in each release of the series. It's honestly not hard to come up with gameplay concepts like that which is why I believe if there was more focus on gameplay creativity, the graphics and story would surely follow (though choosing the right graphics engine to build your prototype on is an important decision I'm sure) and gaming in general would be a lot further along.
That, and making it easier for normal Linux users to create those games to begin with. See Blender and http://ubuntuforums.org/showthread.php?t=324248
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Originally posted by Thetargos View PostI suppose you are talking about the Linux-gamers.net Games LiveDVD, it is (or used to be) based on ArchLinux. For the "desktop" they used Fluxbox IIRC. Here's the link: http://live.linux-gamers.net/Originally posted by live.linux-gamers.netUnfortunately the first team dedicated to the family suited games failed in finding a good live distribution which could be taken to create a base system fitting our ideas. But luckily the second team was successful. They created a live DVD based on Arch Linux.
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Originally posted by b15hop View PostI'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.
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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.
Originally posted by 1stFlight View PostI would like to create something of a DeusEX style game. A first person shooter with RPG-like qualities and a Cyberpunk'ish storyline.
Originally posted by Kano View PostOf 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.Originally posted by Svartalf View PostHeh... 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'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.
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