<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:georss="http://www.georss.org/georss"><id>tag:blogger.com,1999:blog-28735168</id><updated>2009-07-18T10:01:03.550+01:00</updated><title type="text">Free Gamer - open source games</title><subtitle type="html">A corner of the web dedicated to the selfless efforts of those bringing us entertainment in the form of open source and Free Software games.  There is plenty of fun to be had!  There's a dedicated list of games plus a commentary on the latest community developments.</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default?start-index=26&amp;max-results=25" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>376</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><link rel="self" href="http://feeds.feedburner.com/FreeGamer" type="application/atom+xml" /><entry><id>tag:blogger.com,1999:blog-28735168.post-947536524008463256</id><published>2009-07-13T14:55:00.004+01:00</published><updated>2009-07-13T15:11:11.849+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="0ad" /><title type="text">0 A.D. Now Open Source</title><content type="html">&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hkX3-IrPeJ8/Sls9XUXn_yI/AAAAAAAABIg/q4RzJ1EEC1U/s1600-h/swampdefense.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_hkX3-IrPeJ8/Sls9XUXn_yI/AAAAAAAABIg/q4RzJ1EEC1U/s200/swampdefense.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357943652501421858" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;p&gt;Some breaking, amazing news related to one of the most exciting &lt;span style="text-decoration:line-through;"&gt;freeware&lt;/span&gt; &lt;i&gt;Free&lt;/i&gt; game projects on the indie scene:&lt;/p&gt;

&lt;blockquote&gt;&lt;p&gt;&lt;b&gt;What is 0 A.D.?&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;0 A.D. is a free, cross-platform, under-development, 3D, historically-based, real-time strategy game.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;What are you doing?&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;Switching from a closed development process to open source: making the code available as GPL and the art content available as CC-BY-SA, and encouraging external contributions. We've been working on 0 A.D. in our free time for years, and now we want to show what we've achieved and make it easier for more people to get involved.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;How can I get started?&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;See the &lt;a href="http://trac.wildfiregames.com/wiki/GettingStarted"&gt;Getting Started guide&lt;/a&gt; to find more information about the game, forums for discussion, instructions for building and running the game, and links to further details.&lt;/p&gt;&lt;/blockquote&gt;

&lt;p&gt;For the full announcement, see the &lt;a href="http://os.wildfiregames.com/"&gt;dedicated page&lt;/a&gt; for explaining why they moved to open source from the closed development model.  For more media and information on the game, go to the official &lt;a href="http://wildfiregames.com/0ad/"&gt;0 A.D. website&lt;/a&gt;.&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="480" height="298"&gt;&lt;param name="movie" value="http://www.youtube.com/v/hJG8SHH39W4&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/hJG8SHH39W4&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="298"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;

&lt;p&gt;This is, of course, an exciting development.  This game has been in production of some form for nearly 8 years, has 150k lines of code in the engine, and hundreds of dedicated (and now shared) models.  It will be very interesting to gauge the impact this has on the open source game community.  The game itself is not yet complete but it's definitely more than a tech demo, so it will also be interesting to see if the move to open source galvanises the project and gives it the push that it needs to get to a more complete/playable state.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-947536524008463256?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/947536524008463256/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/07/0-ad-now-open-source.html#comment-form" title="8 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/947536524008463256" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/947536524008463256" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/07/0-ad-now-open-source.html" title="0 A.D. Now Open Source" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_hkX3-IrPeJ8/Sls9XUXn_yI/AAAAAAAABIg/q4RzJ1EEC1U/s72-c/swampdefense.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-471845385803903628</id><published>2009-07-03T13:35:00.009+01:00</published><updated>2009-07-03T16:10:09.387+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="opensonic" /><category scheme="http://www.blogger.com/atom/ns#" term="berusky" /><category scheme="http://www.blogger.com/atom/ns#" term="lacewing" /><category scheme="http://www.blogger.com/atom/ns#" term="wormsforlinux" /><category scheme="http://www.blogger.com/atom/ns#" term="captainpork" /><category scheme="http://www.blogger.com/atom/ns#" term="whitebutterfly" /><category scheme="http://www.blogger.com/atom/ns#" term="worminator" /><category scheme="http://www.blogger.com/atom/ns#" term="overgod" /><category scheme="http://www.blogger.com/atom/ns#" term="gondola" /><category scheme="http://www.blogger.com/atom/ns#" term="gardenofcl" /><category scheme="http://www.blogger.com/atom/ns#" term="zeldaclassic" /><title type="text">Berusky, Overgod, and Allegro</title><content type="html">&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sk4KpmEJhgI/AAAAAAAABDk/7c6oZ31U6K0/s1600-h/berusky.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sk4KpmEJhgI/AAAAAAAABDk/7c6oZ31U6K0/s200/berusky.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5354228716698961410" /&gt;&lt;/a&gt;
Berusky
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sk4Kp4oRb_I/AAAAAAAABDs/2lP9d5feaf8/s1600-h/berusky_stuck.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sk4Kp4oRb_I/AAAAAAAABDs/2lP9d5feaf8/s200/berusky_stuck.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5354228721682313202" /&gt;&lt;/a&gt;
Berusky - Stuck!&lt;/div&gt;

&lt;p&gt;&lt;a href="http://www.anakreon.cz/en/Berusky.htm"&gt;Berusky&lt;/a&gt; is a "free logic game".  It's a puzzle game of Sokoban-like gameplay with a few extra twists.  You have control of up to 5 bugs, and you must collect 5 silver keys on each level before you can exit it.  You can push explosives into barrels, and destroy boulders with pick axes that you collect.  Throw in one-way gates, coloured gates and coloured keys, and gates for specific colour bugs and there's a lot of potential obstacles and some wickedly tricky levels.&lt;/p&gt;

&lt;p&gt;The graphics are nice.  There's no music.  The game has not been fully translated into English, so some of the level hints (well, most of them) are appearing in Czech(?).  And it's bloody hard.  As hard as &lt;a href="http://fillets.sourceforge.net/"&gt;Fish Fillets&lt;/a&gt; (&lt;a href="http://freegamer.blogspot.com/2006/09/review-fish-fillets-ng.html"&gt;Free Gamer review&lt;/a&gt;), if not harder.  (Interestingly, Fish Fillets is also Czech produced.)  I couldn't work out how to beat *&lt;span style="text-decoration:line-through;"&gt;the first level on intermediate or&lt;/span&gt; the 3rd level on easy.  The interface outside of the game isn't that great - using passwords for levels which are easy to forget to note down - it could really do with a Fish Fillets style map.&lt;/p&gt;

&lt;p&gt;&lt;i&gt;&lt;b&gt;Update:&lt;/b&gt; Ok the first level on intermediate wasn't that hard, I was just being a bit daft... I was looking for a complex solution when (if you look at the screenshot) there was a simple way to finish the level.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="http://arcticpaint.com/gondola/"&gt;Gondola&lt;/a&gt; looks curious.  A PyWeek game, &lt;i&gt;"Gondola is the ultimate shipping, shape sorting, barge unloading game of all time. Get the right shapes to the right places to score. But be warned: there are only a limited number of islands to build on and longer cables are expensive! Sort wisely to minimize loss."&lt;/i&gt;  It sounds intriguing and original but I couldn't run it due to some idiotic Linux issues.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sk4KqtuWkZI/AAAAAAAABD8/K-Khh9DWx14/s1600-h/overgod2.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sk4KqtuWkZI/AAAAAAAABD8/K-Khh9DWx14/s200/overgod2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5354228735934894482" /&gt;&lt;/a&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hkX3-IrPeJ8/Sk4KqQK0-FI/AAAAAAAABD0/LXYz8Ppb228/s1600-h/overgod1.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://2.bp.blogspot.com/_hkX3-IrPeJ8/Sk4KqQK0-FI/AAAAAAAABD0/LXYz8Ppb228/s200/overgod1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5354228728001263698" /&gt;&lt;/a&gt;
Overgod&lt;/div&gt;&lt;p&gt;The other day I stumbled across a game I'd previously enjoyed but forgotten, &lt;a href="http://www.allegro.cc/depot/Overgod"&gt;Overgod&lt;/a&gt;.  It's a good, solid shoot 'em up which plays well and has polished albeit &lt;span style="text-decoration:line-through;"&gt;simple&lt;/span&gt; abtract graphics.&lt;/p&gt;

&lt;p&gt;Digging a bit, I see that Overgod (2008) is an evolution of &lt;a href="http://www.allegro.cc/depot/Lacewing"&gt;Lacewing&lt;/a&gt; (2006), which features similar gameplay but the enemies and levels tend to be a bit more basic and is not quite as polished.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.allegro.cc/members/LinleyHenzell/projects"&gt;Linley Henzell&lt;/a&gt;, the author of Overgod and Lacewing, has been busy.  Other games include &lt;a href="http://www.allegro.cc/depot/WhiteButterfly"&gt;White Butterfly&lt;/a&gt; and &lt;a href="http://www.allegro.cc/depot/GardenofColouredLights"&gt;Garden of Coloured Lights&lt;/a&gt; which both looked good although are currently only working on Windows.&lt;/p&gt;

&lt;p&gt;Another Linley Henzell game which looks intriguing - but is DOS only! - is &lt;a href="http://www.allegro.cc/depot/CaptainPorksRevenge"&gt;Captain Pork's Revenge&lt;/a&gt;, a Leiro/Teeworlds style 2D deathmatch game.&lt;/p&gt;

&lt;p&gt;The Allegro Depot has a lot more entries than I would have thought, including &lt;a href="http://www.allegro.cc/depot/OpenSonic"&gt;Open Sonic&lt;/a&gt; and &lt;a href="http://www.allegro.cc/depot/Worminator"&gt;Worminator 3&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;There's &lt;a href="http://www.allegro.cc/depot/ZeldaClassic"&gt;Zelda Classic&lt;/a&gt; which is a clone of the original Zelda, as well as a platform for building Zelda-like games.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.allegro.cc/depot/WormsforLinux"&gt;Worms for Linux!&lt;/a&gt; is one that I should add to the &lt;a href="http://freegamer.blogspot.com/2009/03/open-source-artillery-worms-clones.html"&gt;Open Source Artillery/Worms Clones&lt;/a&gt; article.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-471845385803903628?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/471845385803903628/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/07/berusky-overgod-and-allegro.html#comment-form" title="3 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/471845385803903628" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/471845385803903628" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/07/berusky-overgod-and-allegro.html" title="Berusky, Overgod, and Allegro" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sk4KpmEJhgI/AAAAAAAABDk/7c6oZ31U6K0/s72-c/berusky.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-3599822957932549303</id><published>2009-06-25T04:00:00.003+01:00</published><updated>2009-06-26T07:10:37.207+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="simontatham" /><category scheme="http://www.blogger.com/atom/ns#" term="biniax2" /><category scheme="http://www.blogger.com/atom/ns#" term="freetumble" /><category scheme="http://www.blogger.com/atom/ns#" term="creepsmash" /><title type="text">Some Puzzle Games</title><content type="html">&lt;p&gt;&lt;a href="https://sourceforge.net/projects/freetumble/"&gt;FreeTumble&lt;/a&gt; is yet another "destroy adjacent same-color bricks" puzzle game but one of the better-looking and -sounding ones. Three modes of gameplay are provided, they can be seen as variation of the same game for different types of puzzle players or different hardness modes.&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="480" height="298"&gt;&lt;param name="movie" value="http://www.youtube.com/v/lxxGs35HjE8&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/lxxGs35HjE8&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="298"&gt;&lt;/embed&gt;&lt;/object&gt;FreeTumble - I much like that there is a credits screen&lt;/div&gt;

&lt;p&gt;&lt;a href="http://mordred.dir.bg/biniax/index2.html"&gt;Biniax-2&lt;/a&gt; is an original puzzle game in which colors also play a role and which also is stronger on the visual side than your typical open source Tetris clone. It features a turn-based and continuous mode. The latter can be played with two players in a versus-game.&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/17lQH8t98II&amp;hl=en&amp;fs=1&amp;rel=0"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/17lQH8t98II&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;Biniax-2 (no sound)&lt;/div&gt;

&lt;p&gt;&lt;a href="http://www.chiark.greenend.org.uk/~sgtatham/puzzles/#download"&gt;Simon Tatham's Portable Puzzle Collection&lt;/a&gt; will help you if you're bored at the office or similar.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.creepsmash.de/en/"&gt;CreepSmash&lt;/a&gt; is a java-based multiplayer tower defense game. Have &lt;a href="http://www.creepsmash.de/en/topics/creepsmash-video-tutorials/"&gt;some videos&lt;/a&gt; of it too!&lt;/p&gt;

&lt;p&gt;&lt;span style="font-weight:bold;"&gt;26 June 06:09 UTC PS&lt;/span&gt;: &lt;a href="http://rubygame.org/forums/viewtopic.php?f=8&amp;t=38&amp;sid=3ad8cbf5498f37c3110e5c5fd17a3df4"&gt;RubyWeekend #3&lt;/a&gt; with the theme "A Tiny World" started a few hours ago. It's a 3-day open source ruby game programming competition.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-3599822957932549303?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/3599822957932549303/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/06/some-puzzle-games.html#comment-form" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3599822957932549303" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3599822957932549303" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/06/some-puzzle-games.html" title="Some Puzzle Games" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-8481645187737668206</id><published>2009-06-18T15:07:00.007+01:00</published><updated>2009-06-19T12:37:41.869+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="scourge" /><category scheme="http://www.blogger.com/atom/ns#" term="basecommand" /><category scheme="http://www.blogger.com/atom/ns#" term="parpg" /><category scheme="http://www.blogger.com/atom/ns#" term="vdrift" /><category scheme="http://www.blogger.com/atom/ns#" term="goollie" /><category scheme="http://www.blogger.com/atom/ns#" term="lipsofsuna" /><category scheme="http://www.blogger.com/atom/ns#" term="palomino" /><category scheme="http://www.blogger.com/atom/ns#" term="torcs" /><category scheme="http://www.blogger.com/atom/ns#" term="legesmotus" /><title type="text">Turn up the juice!</title><content type="html">&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sjpxumc-qGI/AAAAAAAAA-o/hyoqSjQTBs8/s1600-h/Screenshot-Go+Ollie.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sjpxumc-qGI/AAAAAAAAA-o/hyoqSjQTBs8/s200/Screenshot-Go+Ollie.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5348712552865900642" /&gt;&lt;/a&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sjpxt38dgAI/AAAAAAAAA-g/2oKAP-LWm0s/s1600-h/ollie3.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sjpxt38dgAI/AAAAAAAAA-g/2oKAP-LWm0s/s200/ollie3.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5348712540381478914" /&gt;&lt;/a&gt;
Go Ollie&lt;/div&gt;

&lt;p&gt;An open source platformer I missed yesterday is &lt;a href="http://www.tweeler.com/index.php?PAGE=goollie_linux"&gt;Go Ollie&lt;/a&gt;.  It's easy to overlook, I mean, worms are not exactly a glamorous topic.  Whilst I'm not sure about the license (somebody care to check? I'm busy!) the game itself is polished and fun.  The controls are different to your typical platformer, where instead of moving and jumping your character directly, you select where he moves to with the mouse.  Places that can be reached are highlighted, so it's about picking the right path and having the reflexes to do it quickly enough, which can be tricky on scrolling levels.&lt;/p&gt;

&lt;p&gt;It seems to be a gift to the Linux community from game makers Tweeler.  The graphics and presentation look professional.  It's a great game for kids as well as a fun time waster for adults.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;&amp;lt;update&amp;gt;&lt;/b&gt; Actually Go Ollie is by &lt;a href="http://www.charliedoggames.com/?page_id=62"&gt;Charlie Dog Games&lt;/a&gt;, but Tweeler acts as a download host for the Mac/Linux version.  Also, it is definitely open source - code is GPLv3 and artwork CC-by-sa with exceptions for logos. &lt;b&gt;&amp;lt;/update&amp;gt;&lt;/b&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SjpxvMoWiyI/AAAAAAAAA-w/nRpX5RmbGho/s1600-h/f_shot105.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SjpxvMoWiyI/AAAAAAAAA-w/nRpX5RmbGho/s200/f_shot105.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5348712563114150690" /&gt;&lt;/a&gt;
VDrift&lt;/div&gt;

&lt;p&gt;There's a new release of &lt;a href="http://vdrift.net/"&gt;VDrift&lt;/a&gt;, the open source drift racing game.  &lt;a href="http://vdrift.net/article.php?story=20090617174343358"&gt;Version 2009-06-15&lt;/a&gt; is a significant release for the project which sees it re-emerge from a massive refactor as a better game than before the refactoring began.  Here's a list of the major changes since the last release, which was after the refactored code stabilized:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;cars collide with each other in Single Race mode now&lt;/li&gt;
&lt;li&gt;AI is capable of much faster driving now, so added a difficulty slider&lt;/li&gt;
&lt;li&gt;off-road tire spin sound support (thanks to slowdan!)&lt;/li&gt;
&lt;li&gt;support for H-gate shifters&lt;/li&gt;
&lt;li&gt;improved performance&lt;/li&gt;
&lt;li&gt;lots of huge bugs fixed, especially car physics bugs&lt;/li&gt;&lt;/ul&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjpxvrttLCI/AAAAAAAAA-4/EogKOpxQd68/s1600-h/1.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjpxvrttLCI/AAAAAAAAA-4/EogKOpxQd68/s200/1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5348712571458104354" /&gt;&lt;/a&gt;
TORCS&lt;/div&gt;

&lt;p&gt;In other racing game news, the &lt;a href="http://torcs.sourceforge.net/"&gt;TORCS&lt;/a&gt; Endurance World Championship 2009 was recently held.  The full report found on &lt;a href="http://kiloandtorcs.blogspot.com/2009/06/torcs-championships-2009-forza.html"&gt;a participants blog&lt;/a&gt;.  From what I can gather, it's a long distance race (500km) where people enter their own robot drivers to see how they fare.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.ogre3d.org/forums/viewtopic.php?f=11&amp;t=47969"&gt;Base Command&lt;/a&gt; is a fully finished OGRE mini-game.  It's a straightforward 3D protect-your-base game, where you shoot down incoming planes.  What is interesting is the author has provided an &lt;a href="http://www.programmingmind.com/base-command-behind-scene"&gt;analysis of the game code&lt;/a&gt; which would help people who are learning how to program.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjpxwkgFFqI/AAAAAAAAA_A/-ix30ufDKnw/s1600-h/map.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 182px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjpxwkgFFqI/AAAAAAAAA_A/-ix30ufDKnw/s200/map.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5348712586701772450" /&gt;&lt;/a&gt;
Scourge map&lt;/div&gt;

&lt;p&gt;My favourite Free software game &lt;a href="http://scourgeweb.org/"&gt;Scourge&lt;/a&gt; enjoys continued progress.  There's now an artistic map of the large island that is the game world.  There's more information to be found in the &lt;a href="http://scourgeweb.org/tiki-read_article.php?articleId=54&amp;comzone=show"&gt;28th "Scourge Weekly"&lt;/a&gt; that tracks major developers on an almost-weekly basis.  They are still looking for contributors.&lt;/p&gt;

&lt;p&gt;There's also more juicy updates on &lt;a href="http://www.parpg.net/"&gt;PARPG&lt;/a&gt; progress.  That project is &lt;a href="http://blog.parpg.net/2009/06/the-doors-of-perception/"&gt;looking very promising&lt;/a&gt; and they are working their way towards their &lt;a href="http://forums.parpg.net/index.php?topic=242.0"&gt;first demo release&lt;/a&gt;.  Given the coordination and generally high activity of that project, I'm optimistic there'll be something solidly playable before the end of the year.  Our own Q put together a video showing where they are currently up to:&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Gq9UMObexn4&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Gq9UMObexn4&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;

&lt;p&gt;Other interesting updates are:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;a href="http://lipsofsuna.org/"&gt;Lips of Suna&lt;/a&gt;'s second release, &lt;a href="http://sourceforge.net/apps/wordpress/lipsofsuna/2009/06/15/version-002/"&gt;version 0.0.2&lt;/a&gt;, which introduces destructible voxel terrain.  Lips of Suna aims to be an innovative 3D online dungeon crawl.&lt;/li&gt;
&lt;li&gt;The first beta of &lt;a href="http://legesmotus.cs.brown.edu/"&gt;Leges Motus&lt;/a&gt;, a kind of gravityless 2D multiplayer shoot-em-up.&lt;/li&gt;
&lt;li&gt;A new &lt;a href="http://www.palomino3d.org/"&gt;Palomino&lt;/a&gt; release, a lovely looking 3D flight simulator - see &lt;a href="http://freegamer.blogspot.com/2007/04/open-source-flight-combat.html"&gt;this Free Gamer article&lt;/a&gt; for more flight sims.&lt;/li&gt;&lt;/ul&gt;

&lt;p&gt;There's probably more... feel free to add updates in the comments below!&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-8481645187737668206?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/8481645187737668206/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/06/turn-up-juice.html#comment-form" title="5 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/8481645187737668206" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/8481645187737668206" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/06/turn-up-juice.html" title="Turn up the juice!" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sjpxumc-qGI/AAAAAAAAA-o/hyoqSjQTBs8/s72-c/Screenshot-Go+Ollie.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-3098390023642655892</id><published>2009-06-13T18:47:00.000+01:00</published><updated>2009-06-14T20:18:55.876+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="frogatto" /><category scheme="http://www.blogger.com/atom/ns#" term="supertux" /><category scheme="http://www.blogger.com/atom/ns#" term="moleinvasion" /><category scheme="http://www.blogger.com/atom/ns#" term="widelands" /><category scheme="http://www.blogger.com/atom/ns#" term="edgar" /><title type="text">Platformer roundup</title><content type="html">&lt;p&gt;I thought I'd check out how &lt;a href="http://supertux.lethargik.org/"&gt;Super Tux&lt;/a&gt; development is going.  I grabbed the lastest svn, compiled, and performance was so abominable that it took me a minute just to quit.  It didn't help that it was placed half-off the screen (probably because I have a dual screen setup)  Super Tux used to run fine.  I'll hold my hands up and say I'm using an nvidia chipset and the open source driver without any significant OpenGL Acceleration, but &lt;span style="font-style:italic;"&gt;it's a 2D game&lt;/span&gt;.  I hope they work on some kind of OpenGL-less fallback.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjUotviu5WI/AAAAAAAAA-I/hiAJQdEUUCE/s1600-h/moleinvasion_map.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjUotviu5WI/AAAAAAAAA-I/hiAJQdEUUCE/s200/moleinvasion_map.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5347224898893702498" /&gt;&lt;/a&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjUotrkeedI/AAAAAAAAA-A/12b52-OvClo/s1600-h/moveinvasion.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjUotrkeedI/AAAAAAAAA-A/12b52-OvClo/s200/moveinvasion.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5347224897827273170" /&gt;&lt;/a&gt;
Mole Invasion
&lt;/div&gt;

&lt;p&gt;One little-known but very promising platformer is &lt;a href="http://moleinvasion.tuxfamily.org/"&gt;Mole Invasion&lt;/a&gt;.  The website is mainly in French, but there is a &lt;a href="http://moleinvasion.tuxfamily.org/dokuwiki/doku.php?id=wiki:minv_en"&gt;dedicated English page&lt;/a&gt;.  The game language defaults to English.  The current release is version 0.4, and the first thing you notice is the Mario-like logo; obviously the inspiration for the gameplay.  The second thing you notice is the performance - it runs great.  It's really smooth, the animations are good, the characters move well, and there's plenty of variation.  A lot of the levels are obviously made with testing in mind, and some of the graphics are still a bit raw, but otherwise it was a fun experience.&lt;/p&gt;

&lt;p&gt;Mole Invasion feels like it is headed in the direction that Super Tux should have been.  I can't help but feel that Super Tux development has significantly lost it's way.  The first few post-GotM releases of Super Tux were very promising, and very well received.  That was now several years ago, and little has changed for the better, some questionable decisions (move to OpenGL), and new milestones seem on the other end of a development void.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hkX3-IrPeJ8/SjU2UrgAq8I/AAAAAAAAA-Q/DGxsZCYUeNQ/s1600-h/edgar.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_hkX3-IrPeJ8/SjU2UrgAq8I/AAAAAAAAA-Q/DGxsZCYUeNQ/s200/edgar.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5347239861474601922" /&gt;&lt;/a&gt;
The Legend of Edgar&lt;/div&gt;

&lt;p&gt;There's a new Parallel Realities game out.  &lt;a href="http://www.parallelrealities.co.uk/projects/edgar.php"&gt;The Legend of Edgar&lt;/a&gt; is a platform game with a fantasy setting.  I had a go with 0.1, which is playable with a single player storyline.  For me, it suffers from the same issues I have with &lt;a href="http://www.parallelrealities.co.uk/projects/blobWars.php"&gt;Blob Wars: Metal Blob Solid&lt;/a&gt; - the movement is just way too slow.  It takes many minutes to navigate levels to the point that exploring a level is just tedious as you wait for your character to amble his way around.&lt;/p&gt;

&lt;p&gt;Remember &lt;a href="http://www.happyspork.com/frogatto"&gt;Frogatto&lt;/a&gt; is a old-style platformer starring an anthropomorphic frog, championed by the lead developer of &lt;a href="http://wesnoth.org/"&gt;Battle for Wesnoth&lt;/a&gt;?  It celebrates pixels and thrives on cute blocky graphics.  There are updated Frogatto builds for Windows and Mac from the weekend, although pious Linux users must compile from source.  I couldn't compile it.  I had previously, and it was looking promising!  Anybody else managed to compile it on Fedora?&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SjU24VEWBoI/AAAAAAAAA-Y/8Hcvw7o0Qq4/s1600-h/3rd+barbarian+campaign.jpeg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 125px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SjU24VEWBoI/AAAAAAAAA-Y/8Hcvw7o0Qq4/s200/3rd+barbarian+campaign.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5347240473928271490" /&gt;&lt;/a&gt;
Widelands&lt;/div&gt;

&lt;p&gt;The next version of &lt;a href="http://widelands.org/"&gt;Widelands&lt;/a&gt; - based on the classic RTS gameplay of Settlers II - is &lt;a href="http://wl.widelands.org/news/2009/06/4/build14-near/"&gt;fast approaching&lt;/a&gt;.  "Build 14" will come with GGZ support, making it much easier to find multiplayer opponents.  Map auto-generation, lots of other small enhancements, more campaigns and a better beta testing phase should make this the Widelands release well worth playing.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-3098390023642655892?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/3098390023642655892/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/06/platformer-roundup.html#comment-form" title="6 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3098390023642655892" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3098390023642655892" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/06/platformer-roundup.html" title="Platformer roundup" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hkX3-IrPeJ8/SjUotviu5WI/AAAAAAAAA-I/hiAJQdEUUCE/s72-c/moleinvasion_map.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-5532105771328303954</id><published>2009-06-04T12:44:00.008+01:00</published><updated>2009-06-04T20:57:36.879+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="freeorion" /><category scheme="http://www.blogger.com/atom/ns#" term="parpg" /><category scheme="http://www.blogger.com/atom/ns#" term="unknownhorizons" /><category scheme="http://www.blogger.com/atom/ns#" term="wesnoth" /><category scheme="http://www.blogger.com/atom/ns#" term="simutrans" /><category scheme="http://www.blogger.com/atom/ns#" term="widelands" /><title type="text">What planet are you on?</title><content type="html">&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sie1zTy8YDI/AAAAAAAAA94/6qBLRfsROK0/s1600-h/human-knight.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 200px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sie1zTy8YDI/AAAAAAAAA94/6qBLRfsROK0/s200/human-knight.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5343439375990284338" /&gt;&lt;/a&gt;
Wesnoth Knight&lt;/div&gt;

&lt;p&gt;&lt;a href="http://www.wesnoth.org/"&gt;Battle for Wesnoth&lt;/a&gt; continues to get stupendously good art contributions such as this series of &lt;a href="http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;t=23206&amp;st=0&amp;sk=t&amp;sd=a"&gt;Loyalist portraits&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Hot on the heels of &lt;a href="http://www.extremetuxracer.com/"&gt;Extreme Tux Racer&lt;/a&gt; 0.5beta, contributor and original Tux Racer developer Erin has &lt;a href="http://www.extremetuxracer.com/forum/viewtopic.php?f=3&amp;t=377"&gt;introduced&lt;/a&gt; his rewrite to the world.  Tentatively named Bunny Hill, the rewrite has a better design resulting in better performance, nicer graphics (in some ways, lesser in others) and more features.  It looks like it will probably become ETR 0.6 once the dust has settled.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sie1YZtOCFI/AAAAAAAAA9w/VdRTO42OZkU/s1600-h/500px-Improvised_weapons_2.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 192px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sie1YZtOCFI/AAAAAAAAA9w/VdRTO42OZkU/s200/500px-Improvised_weapons_2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5343438913720420434" /&gt;&lt;/a&gt;
PARPG Weapons&lt;/div&gt;

&lt;p&gt;&lt;a href="http://www.parpg.net/"&gt;PARPG&lt;/a&gt; is &lt;a href="http://blog.parpg.net/2009/06/back-from-the-dead/"&gt;back from the dead&lt;/a&gt;.  3 weeks not blogging being 'dead' apparently.  The project itself is thriving, with plenty of graphical creativeness whilst the coders assess their options for developing the game.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://unknown-horizons.org/"&gt;Unknown Horizons&lt;/a&gt; will have a new &lt;a href="http://www.unknown-horizons.org/site/index.php?mact=Blogs,cntnt01,showentry,0&amp;cntnt01entryid=29&amp;cntnt01returnid=74"&gt;release very soon&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;&lt;a href="http://widelands.org/"&gt;Widelands&lt;/a&gt; is getting &lt;a href="http://wl.widelands.org/news/2009/05/20/big-step-forward/"&gt;randomly generated maps&lt;/a&gt;.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sie1GKZ9IpI/AAAAAAAAA9o/H8FMJAXmJyA/s1600-h/simscr03.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 106px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sie1GKZ9IpI/AAAAAAAAA9o/H8FMJAXmJyA/s200/simscr03.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5343438600375444114" /&gt;&lt;/a&gt;
Simutrans Subways&lt;/div&gt;

&lt;p&gt;It looks like &lt;a href="http://simutrans.sourceforge.net/"&gt;Simutrans&lt;/a&gt; is getting subways, at least &lt;a href="http://simutrans.piranho.de/"&gt;pak96.comic&lt;/a&gt; is anyway.  Subterranean!&lt;/p&gt;

&lt;p&gt;There'll be loads more updates to your favourite Free games but I don't have my finger on the pulse as much as I used to, so...&lt;/p&gt;

&lt;p&gt;...so...&lt;/p&gt;

&lt;p&gt;...post them in the comments!&lt;/p&gt;

&lt;p&gt;&lt;b&gt;Update:&lt;/b&gt; the &lt;a href="http://freeorion.org/"&gt;FreeOrion&lt;/a&gt; project released &lt;a href="http://www.freeorion.org/forum/viewtopic.php?p=36970#p36970"&gt;version 0.3.13&lt;/a&gt; and it has a huge changelog.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-5532105771328303954?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/5532105771328303954/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/06/what-planet-are-you-on.html#comment-form" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/5532105771328303954" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/5532105771328303954" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/06/what-planet-are-you-on.html" title="What planet are you on?" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sie1zTy8YDI/AAAAAAAAA94/6qBLRfsROK0/s72-c/human-knight.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-6731212738115541374</id><published>2009-05-22T17:40:00.002+01:00</published><updated>2009-05-22T20:31:56.271+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="scourge" /><category scheme="http://www.blogger.com/atom/ns#" term="raidem" /><category scheme="http://www.blogger.com/atom/ns#" term="ows" /><category scheme="http://www.blogger.com/atom/ns#" term="ivanx" /><category scheme="http://www.blogger.com/atom/ns#" term="ivan" /><category scheme="http://www.blogger.com/atom/ns#" term="abe" /><category scheme="http://www.blogger.com/atom/ns#" term="ivan3d" /><title type="text">Fellow adventurer, turn back while you can!</title><content type="html">&lt;p&gt;Crikey, it's been a while.  What can I say, life gets busy, and games sometimes just can't be a priority.  I know, it's crazy talk.  I meditated long and hard, facing many demons, moments of utter despair, but I couldn't get past the conclusion that sometimes Free Gamer won't be on my list of things to do.  Fortunately Q has been on top of things so it's not silent when I'm off the radar.&lt;/p&gt;

&lt;p&gt;Today is a temporary reprieve, brought on somewhat by enjoying the current development pace of the &lt;a href="http://www.scourgeweb.org/"&gt;Scourge&lt;/a&gt; project.  Timong, of &lt;a href="http://jcrpg.blogspot.com"&gt;JCRPG&lt;/a&gt; fame, has been taking a break from Java coding to indulge in his new found passion for music composition.  You can listen to the new &lt;a href="http://soundclick.com/share?songid=7618878"&gt;main theme music&lt;/a&gt; he has composed for Scourge, one of many he has contributed lately.  I think it sounds pretty damn good.  Meanwhile you can now roam around a massive persistent outdoor world in Scourge, with generated villages and NPCs as well as varying climate and weather conditions.  It all sounds quite impressive.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hkX3-IrPeJ8/ShbSyjMn0mI/AAAAAAAAA8k/i4vlDE8c_lA/s1600-h/Holyscreen39.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_hkX3-IrPeJ8/ShbSyjMn0mI/AAAAAAAAA8k/i4vlDE8c_lA/s200/Holyscreen39.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5338686174177776226" /&gt;&lt;/a&gt;IVAN&lt;/div&gt;

&lt;p&gt;On another dungeoneering frontier, &lt;a href="http://ivan.sourceforge.net/"&gt;Iter Vehemens ad Necem&lt;/a&gt; (aka IVAN) is probably the most challenging and addictive nethack variant I ever played.  (Although I only ever played a couple.)  It has surprisingly good 2d graphics, which aren't done justice by the screenshot, but alas development stalled after 2005.  The IVAN community seems to be filling the void left by the developers who[se motivation] seem[s] to have met some kind of gruesome demise - perhaps their brains turned into banana flesh by a vindictive god.&lt;/p&gt;

&lt;p&gt;There is the &lt;a href="http://sourceforge.net/projects/ivanx"&gt;IVANX&lt;/a&gt; project which seems to pull together a lot of the popular community contributions, and should be more likely to compile on Linux.  There's also LIVAN which stands for Linux IVAN, thus should compile on Linux.  Neither compiled for my Fedora laptop, somewhat thankfully as it means I can't play it and thusly be more productive! \o/&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/ShbSQE1K89I/AAAAAAAAA8c/czApV4dfB2c/s1600-h/765px-Patch6.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 157px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/ShbSQE1K89I/AAAAAAAAA8c/czApV4dfB2c/s200/765px-Patch6.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5338685581910799314" /&gt;&lt;/a&gt;IVAN 3D&lt;/div&gt;

&lt;p&gt;Of extra interest is &lt;a href="http://www.attnam.com/wiki/index.php?title=IVAN_3D"&gt;IVAN 3D&lt;/a&gt; which turns it into a bit of a funky pixelated adventure.  There's obviously quite a few challenges to overcome when transposing a totally 2D described game into a 3D world without it looking a bit other-worldly.  Still, I don't think pixels are a bad thing.  After all, it's a game, not a life simulation!&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/ShbUD2ctSpI/AAAAAAAAA8s/If8MDplbfYc/s1600-h/ows.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 154px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/ShbUD2ctSpI/AAAAAAAAA8s/If8MDplbfYc/s200/ows.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5338687570914921106" /&gt;&lt;/a&gt;OWS&lt;/div&gt;

&lt;p&gt;Hey look, &lt;a href="http://openworldsoccer.sourceforge.net/"&gt;Open World Soccer&lt;/a&gt; is moving steadily towards being a modern Sensible Soccer clone.  Impressive looking!  However the AI doesn't do too much yet, just keeping the two teams level with the ball.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://home.exetel.com.au/tjaden/raidem/"&gt;Raidem&lt;/a&gt; is one of those vertical scrolling shooters, a nice classic pixel explosion fest.  It is surprisingly well done, but it's also bloody hard - I never survived more than 20-30s.  From the intro screen, it looks like the author needs an additional graphic designer but other than that it's a very nice looking game.  No development since 2006 though so I guess it's to be taken as-is.&lt;/p&gt;

&lt;p&gt;Another game that is surprisingly well done is &lt;a href="http://abe.sourceforge.net/"&gt;Abe's Amazing Adventure&lt;/a&gt;.  It looks &lt;a href="http://abe.sourceforge.net/game.png"&gt;weird&lt;/a&gt;, really weird.  However the animations are very smooth and the game plays pretty well, far better than it looks.  Still, I couldn't quite get over the game's oddness.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-6731212738115541374?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/6731212738115541374/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/05/fellow-adventurer-turn-back-while-you.html#comment-form" title="6 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/6731212738115541374" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/6731212738115541374" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/05/fellow-adventurer-turn-back-while-you.html" title="Fellow adventurer, turn back while you can!" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_hkX3-IrPeJ8/ShbSyjMn0mI/AAAAAAAAA8k/i4vlDE8c_lA/s72-c/Holyscreen39.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-4794000000776306345</id><published>2009-05-14T11:00:00.003+01:00</published><updated>2009-05-15T18:52:22.511+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="nexuiz" /><category scheme="http://www.blogger.com/atom/ns#" term="q2w" /><category scheme="http://www.blogger.com/atom/ns#" term="boomwar" /><category scheme="http://www.blogger.com/atom/ns#" term="popcap" /><category scheme="http://www.blogger.com/atom/ns#" term="Tremfusion" /><category scheme="http://www.blogger.com/atom/ns#" term="nethack3d" /><category scheme="http://www.blogger.com/atom/ns#" term="voxelstein" /><title type="text">idTech engine game news</title><content type="html">&lt;p&gt;
&lt;a href="http://www.tremfusion.net/"&gt;Tremfusion&lt;/a&gt; is a fork of Tremulous, that wants to be more open in development. There's more to read on its &lt;a href="http://www.tremfusion.net/wiki/Main_Page#Organization_and_Philosophy"&gt;organization and philosophy&lt;/a&gt; (too many words for my taste). One of the most noticeable changes is the use of the Xreal as the game engine. Thanks to Julius for &lt;a href="http://forum.freegamedev.net/index.php?t=msg&amp;th=2555"&gt;letting us know&lt;/a&gt;.
&lt;/p&gt;

&lt;p&gt;
An &lt;a href="http://shoutcast.tastyspleen.net/?p=51"&gt;audio interview&lt;/a&gt; with &lt;a href="http://jdolan.dyndns.org/quake2world/"&gt;Quake2World&lt;/a&gt;'s lead coder reveales details about improvements in his graphics and physics engine. (I don't like podcasts usually but this one is pretty interesting.)
&lt;/p&gt;

&lt;p&gt;
An &lt;a href="http://www.opengamingnow.com/podcast/open-gaming-now-podcast-1/"&gt;audio interview&lt;/a&gt; of Lee Vermeulen, founder of the Nexuiz project, was published on the new site &lt;a href="http://www.opengamingnow.com/"&gt;Open Gaming Now&lt;/a&gt;. The audio unfortunately is of a not-so-good telephone line quality and the added music makes it even a little bit harder to listen. Lee tells about the early history of the project, but other than that it's mainly a introduction to Nexuiz.
&lt;/p&gt;

&lt;h3&gt;The rest &amp; snippets&lt;/h3&gt;

&lt;p&gt;
&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_aj6f5lJ5nMc/Sgty-89BwiI/AAAAAAAAA-4/t42YRGbcCyA/s1600-h/voxel.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/Sgty-89BwiI/AAAAAAAAA-4/t42YRGbcCyA/s200/voxel.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5335484609390035490" /&gt;&lt;/a&gt;
Voxelstein
&lt;/div&gt;Andrewj, one of the best &lt;span style="font-style:italic;" title="let's call it.. 'playthrough with comments'"&gt;Let's Play&lt;/span&gt; artists, has recently recorded a playthrough of &lt;a href="http://voxelstein3d.sourceforge.net/"&gt;Voxelstein&lt;/a&gt;, the Wolfenstein3D-inspired shooter with voxels (you can destroy everything) which unfortunately is win-only. &lt;a href="http://www.youtube.com/watch?v=6ZUdsRdokO4"&gt;Here's the video&lt;/a&gt;.
&lt;/p&gt;

&lt;p&gt;
Palomino flight simulator &lt;a href="http://sourceforge.net/project/showfiles.php?group_id=141057"&gt;release 20090511&lt;/a&gt; adds shaders to the game.
&lt;/p&gt;

&lt;p&gt;
&lt;a href="http://sourceforge.net/projects/boomwar/"&gt;Boomwar Nitro&lt;/a&gt; 0.1b1 has been released [&lt;a href="http://sourceforge.net/project/showfiles.php?group_id=162457&amp;package_id=322039&amp;release_id=681794"&gt;win32 binary&lt;/a&gt;] (after 2.5 years of no releases, but some &lt;a href="http://sourceforge.net/scm/?type=svn&amp;group_id=162457"&gt;svn&lt;/a&gt; activity). It appears to be using the non-free Newton Game Dynamics lib, so I refrained from compiling it.
&lt;/p&gt;

&lt;p&gt;
Last time I mentioned &lt;a href="http://developer.popcap.com/forums/pop_index.php"&gt;PopCap Framework&lt;/a&gt;. Now I found out about &lt;a href="http://www.farbs.org/pycap.html"&gt;PyCap&lt;/a&gt;, a python wrapper for the PopCap framework. Thanks to &lt;a href="http://gbgames.com/blog/2009/05/the-best-resignation-letter-ever/"&gt;GBGames&lt;/a&gt; for passively helping me find this. :)
&lt;/p&gt;

&lt;p&gt;
&lt;a href="http://slick.cokeandcode.com/index.php"&gt;Slick&lt;/a&gt; is a &lt;a href="http://lwjgl.org/"&gt;LWJGL&lt;/a&gt;-based Java game lib, which even supports SVG (not completely though). Some of &lt;a href="http://x2d.org/categories/games/"&gt;these games&lt;/a&gt; make use of slick and two of them are supposedly free software. (I haven't searched for the source much though).
&lt;/p&gt;

&lt;p&gt;
There's a first &lt;a href="http://sourceforge.net/project/screenshots.php?group_id=255667"&gt;screenshot&lt;/a&gt; of &lt;a href="http://sourceforge.net/projects/nethack3d/"&gt;Nethack_3D&lt;/a&gt;.
&lt;p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a href="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SgQtmvYWaEI/AAAAAAAAA-w/Mvp7vvGf1n4/s1600-h/pirates.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 191px; height: 200px;" src="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SgQtmvYWaEI/AAAAAAAAA-w/Mvp7vvGf1n4/s200/pirates.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5333438002290387010" /&gt;&lt;/a&gt;
&lt;/div&gt;
Hey, what do &lt;a href="http://thepiratebay.org/torrent/4724080/Glest_3.2.1_[Linux][XL2]"&gt;Glest&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4245603/Freeciv-2.1.4"&gt;Freeciv&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4737869/FreeCol_0.8.1_[Linux][XL2]"&gt;FreeCol&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4735040/FreedroidRPG_0.11.1_[Linux][XL2].tar.bz2"&gt;FreedroidRPG&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4684860/FlightGear_v1.9.1b"&gt;FlightGear&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4656012/NEXUIZ_2.4.2_Open_Source_FPS_Windows_Linux_Mac"&gt;Nexuiz&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4480577/OpenArena_0.8.1"&gt;OpenArena&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4661895/Sauerbraten_Latest_Version"&gt;Sauerbraten&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4356676/Supertux_for_Playstation_3"&gt;SuperTux&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/4730677/SuperTuxKart_0.6.1_[Linux][XL2]"&gt;SuperTuxKart&lt;/a&gt;, &lt;a href="http://thepiratebay.org/torrent/3599522/warsow_0.21_fps_cyberathlete"&gt;Warsow&lt;/a&gt; and &lt;a href="http://thepiratebay.org/torrent/4663231/Yo_Frankie_Portable"&gt;Yo Frankie&lt;/a&gt; have in common? - All of them are being STOLEN by reckless PIRATES. ARR!
&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-4794000000776306345?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/4794000000776306345/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/05/idtech-engine-game-news.html#comment-form" title="11 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4794000000776306345" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4794000000776306345" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/05/idtech-engine-game-news.html" title="idTech engine game news" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_aj6f5lJ5nMc/Sgty-89BwiI/AAAAAAAAA-4/t42YRGbcCyA/s72-c/voxel.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-3542384792888864467</id><published>2009-05-06T22:00:00.003+01:00</published><updated>2009-05-07T12:05:45.807+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="nexuiz" /><category scheme="http://www.blogger.com/atom/ns#" term="markiv" /><category scheme="http://www.blogger.com/atom/ns#" term="atomicworm" /><category scheme="http://www.blogger.com/atom/ns#" term="osgg" /><category scheme="http://www.blogger.com/atom/ns#" term="spring" /><category scheme="http://www.blogger.com/atom/ns#" term="sauerbraten" /><title type="text">Sauerbraten Trooper Edition, first playable Mark IV network Demo</title><content type="html">&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a href="http://www.flickr.com/photos/qubodup/3507672435/sizes/o/in/set-72157617791199528/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SgHpwGEK4II/AAAAAAAAA-U/R4Nf8U6Keqw/s200/screenshot_1412630.png.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5332800446254473346" /&gt;&lt;/a&gt;
Sauerbraten [&lt;a href="http://www.flickr.com/photos/qubodup/sets/72157617791199528/detail/"&gt;more screens&lt;/a&gt;]
&lt;/div&gt;
&lt;a href="http://sauerbraten.org/"&gt;Cube 2: Sauerbraten&lt;/a&gt; Trooper Edition has been released [&lt;a href="http://sourceforge.net/project/showfiles.php?group_id=102911&amp;package_id=110363&amp;release_id=680240"&gt;download&lt;/a&gt;]: new logo, new maps, new weapon looks, &lt;span style="font-weight:bold;"&gt;bots!&lt;/span&gt; (from &lt;a href="http://www.bloodfrontier.com/"&gt;BloodFrontier&lt;/a&gt;), movie recording function (I have to check this out ASAP), &lt;a href="http://www.flickr.com/photos/qubodup/3507673241/"&gt;rag dolls&lt;/a&gt;, &lt;a href="http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/packages/fanatic/8.ogg?view=markup"&gt;new music&lt;/a&gt;, and &lt;a href="http://sauerbraten.org/docs/history.html"&gt;so much more&lt;/a&gt;.
&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a href="http://www.flickr.com/photos/qubodup/3507675307/sizes/l/in/set-72157617791199528/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 174px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SgHqOA9Q-6I/AAAAAAAAA-c/lFnbxKsGD10/s200/sauer-models.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5332800960279411618" /&gt;&lt;/a&gt;
Sauerbraten &lt;span style="font-style:italic;"&gt;characters&lt;/span&gt;
&lt;/div&gt;
The bots are rather dumb as of now and don not know what a powerup is yet but they're definitely better than no bots at all. What I found most amazing about this release is the characterization of the player models. Each of the three has &lt;a href="http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/data/game_fps.cfg?view=markup"&gt;a little back story&lt;/a&gt;. I felt that Sauerbraten had no &lt;span style="font-style:italic;"&gt;soul&lt;/span&gt; before this release. Now it has a little soul. :)
&lt;/p&gt;

&lt;p style="clear:both;"&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SgH8bLSjtPI/AAAAAAAAA-k/SpC9VxAmERY/s1600-h/netw12.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SgH8bLSjtPI/AAAAAAAAA-k/SpC9VxAmERY/s200/netw12.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5332820977600673010" /&gt;&lt;/a&gt;Mark IV&lt;/div&gt;
The tank simulation engine Mark IV [&lt;a href="http://sourceforge.net/projects/markiv"&gt;project&lt;/a&gt;, &lt;a href="http://markiv.sf.net"&gt;web page&lt;/a&gt;, &lt;a href="http://markivengine.blogspot.com/"&gt;blog&lt;/a&gt;] v0.80 Alpha-1 is out and first-time playable over network. It however uses FMOD (which can be avoided, see &lt;a href="https://www.blogger.com/comment.g?blogID=4500709358967095499&amp;postID=2278939488644123760"&gt;this&lt;/a&gt;) and RakNet. Windows users will be able to use the &lt;a href="http://sourceforge.net/project/showfiles.php?group_id=193166&amp;package_id=228615&amp;release_id=522680"&gt;pre-compiled binary&lt;/a&gt;.
&lt;/p&gt;

&lt;h3 style="clear:both;"&gt;A little arcade&lt;/h3&gt;

&lt;p&gt;&lt;a href="http://www.charliedoggames.com/?page_id=42"&gt;Atomic Worm&lt;/a&gt; has recently been open sourced. It appears to be a Pacman-Snake mix plus different grid types plus the visual style of &lt;a href="http://libregamewiki.org/Transcend"&gt;Transcend&lt;/a&gt;. Source available &lt;a href="http://tweeler.com/index.php?PAGE=atomicw_linux"&gt;here&lt;/a&gt;. It uses the PopCap Framework, which &lt;a href="http://developer.popcap.com/forums/pop_license.php"&gt;appears&lt;/a&gt; to be free software.&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/klWmjbb8vL8&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/klWmjbb8vL8&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;a href="http://www.youtube.com/watch?v=klWmjbb8vL8"&gt;Atomic Worm&lt;/a&gt; at YouTube&lt;/div&gt;

&lt;p&gt;
Do you like cruel, hard moon lander games? If yes, &lt;a href="http://sourceforge.net/projects/osgg/"&gt;OldSkoolGravityGame&lt;/a&gt; was made with you in mind! It may look harmless, even retro-pretty on &lt;a href="http://www.youtube.com/watch?v=Czkn-TAtDBU"&gt;video&lt;/a&gt;... but &lt;span title="not complaining, just saying that I'm too much a pussy for hard games"&gt;I have felt the pain&lt;/span&gt;...
 O_O&lt;/p&gt;

&lt;h3&gt;Portable game packages&lt;/h3&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_aj6f5lJ5nMc/Sf9vhLfG_2I/AAAAAAAAA-M/-hE9G1-Vm9U/s1600-h/screenshot.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/Sf9vhLfG_2I/AAAAAAAAA-M/-hE9G1-Vm9U/s200/screenshot.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5332103099639594850" /&gt;&lt;/a&gt;
DSN
&lt;/div&gt;
The &lt;a href="http://sourceforge.net/projects/dsn/"&gt;Damn Small Nexuiz&lt;/a&gt; (DSN) project provides a slim version of &lt;a href="http://freegamer.blogspot.com/2009/04/nexuiz-25-taking-my-time.html"&gt;Nexuiz&lt;/a&gt; with the aim to make it playable on netbooks. &lt;a href="http://bbs.archlinux.org/viewtopic.php?pid=531660"&gt;Deja Vu&lt;/a&gt;?
&lt;/p&gt;

&lt;p&gt;
Speaking of reduced weight: &lt;a href="http://sourceforge.net/projects/springportable/"&gt;Spring RTS Engine Portable&lt;/a&gt; is a win32 &lt;a href="http://springrts.com/"&gt;Spring&lt;/a&gt; (RTS engine) package that doesn't touch the registry.
&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-3542384792888864467?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/3542384792888864467/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/05/sauerbraten-trooper-edition-first.html#comment-form" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3542384792888864467" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3542384792888864467" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/05/sauerbraten-trooper-edition-first.html" title="Sauerbraten Trooper Edition, first playable Mark IV network Demo" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SgHpwGEK4II/AAAAAAAAA-U/R4Nf8U6Keqw/s72-c/screenshot_1412630.png.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-4766559127638923080</id><published>2009-04-26T18:30:00.001+01:00</published><updated>2009-04-26T19:03:46.884+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="worldforge" /><category scheme="http://www.blogger.com/atom/ns#" term="armagetronadvanced" /><category scheme="http://www.blogger.com/atom/ns#" term="ardentryst" /><category scheme="http://www.blogger.com/atom/ns#" term="osgs" /><category scheme="http://www.blogger.com/atom/ns#" term="dungeonmapper" /><category scheme="http://www.blogger.com/atom/ns#" term="freedroidrpg" /><category scheme="http://www.blogger.com/atom/ns#" term="cheeseboys" /><category scheme="http://www.blogger.com/atom/ns#" term="mokoi" /><category scheme="http://www.blogger.com/atom/ns#" term="civitas" /><title type="text">Quick &amp; Dirty FLOSS Game Updates</title><content type="html">&lt;p&gt;== Insert introductory text here ==&lt;/p&gt;

&lt;h3&gt;Strategy games&lt;/h3&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SfRY63-r67I/AAAAAAAAA9k/SKolm2BjUvQ/s1600-h/civi.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SfRY63-r67I/AAAAAAAAA9k/SKolm2BjUvQ/s200/civi.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5328982027568671666" /&gt;&lt;/a&gt;
Civitas city
&lt;/div&gt;
&lt;blockquote&gt;&lt;a href="http://sourceforge.net/projects/civitas/"&gt;Civitas&lt;/a&gt; is a project of a colaborative educational game, where children from schools can cooperate in a network for the construction of cities.&lt;/blockquote&gt;
This sounds/looks like a multiplayer &lt;a href="http://www.opencity.info/"&gt;OpenCity&lt;/a&gt;. Civitas is a GPLed project written in Java.&lt;/p&gt;

&lt;p&gt;Thumbs up to kid/education-related game projects whose creators are brave enough to use standard &lt;a href="http://www.fsf.org/licensing/licenses/"&gt;free licenses&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SfR_XUytmaI/AAAAAAAAA90/anDzzCshzuQ/s1600-h/clipp.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 184px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SfR_XUytmaI/AAAAAAAAA90/anDzzCshzuQ/s200/clipp.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5329024297781270946" /&gt;&lt;/a&gt;
Clippers
&lt;/div&gt;
&lt;blockquote&gt;&lt;a href="https://sourceforge.net/projects/clippers/"&gt;Clippers&lt;/a&gt; is a board game designed by Alan R Moon that is an abstract island connection game based on clipper ships and the south pacific. This computer version is written in Java 1.5 and includes AI players.&lt;/blockquote&gt;
Just like Civitas, I wasn't able to give it a spin. Sorry, Java issues. :(
&lt;/p&gt;

&lt;p&gt;The &lt;a href="http://springrts.com/"&gt;Spring Engine&lt;/a&gt; has a nice new homepage and a pleasantly clear &lt;a href="http://springrts.com/wiki/Games"&gt;list of games&lt;/a&gt;. (This is probably very old news but kind of new to me.) I was told that &lt;a href="http://springrts.com/wiki/Kernel_Panic"&gt;Kernel Panic&lt;/a&gt; is a 100% open source game for Spring, but unfortunately I am either too stupid or too lazy to make it work. :|&lt;/p&gt;

&lt;h3&gt;Role-playing games&lt;/h3&gt;

&lt;p&gt;&lt;a href="http://freedroid.sourceforge.net/"&gt;FreedroidRPG&lt;/a&gt; 0.12.1 has been released [&lt;a href="https://sourceforge.net/project/showfiles.php?group_id=54521&amp;release_id=668536&amp;package_id=58238"&gt;download&lt;/a&gt;]. The main game map has been re-organized to make more plot-sense. It does, but too many gameplay-useless rooms full of stasis chambers have been added. To my feel, the game is now a lot harder too. However, the controls feel slightly better compared to the last time I tried it. Unfortunately I experienced annoying laggy map-loading and a few crashes from playing too many sounds at once (might have to do with my sofware mixer though). Check out the full &lt;a hre="http://sourceforge.net/project/shownotes.php?release_id=668536&amp;group_id=54521"&gt;changelog&lt;/a&gt; for more details.
&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SfR8LWSuU_I/AAAAAAAAA9s/zf_ipM3tT3Q/s1600-h/fg_thing.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 178px; height: 200px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SfR8LWSuU_I/AAAAAAAAA9s/zf_ipM3tT3Q/s200/fg_thing.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5329020793490658290" /&gt;&lt;/a&gt;
Rigged FreedroidRPG armor
&lt;/div&gt;
I noticed that FreedroidRPG's image sources (.blend and .svg files) have been uploaded. an unsorted heap of everything visual that is used in the game [&lt;a href="http://qubodup.googlepages.com/fd_tree.txt"&gt;archive tree&lt;/a&gt;]. I must say that I like the graphics much better in high resolution. 3D game developers eying this pack will be glad to hear that everything that needs rigging is rigged. For 2D game devs, there is a &lt;a href="http://freedroid.sourceforge.net/pmwiki/pmwiki.php/Main/RenderingGraphics"&gt;rendering guide&lt;/a&gt;.
&lt;/p&gt;

&lt;p&gt;&lt;a href="http://cheeseboys.keul.it/"&gt;Cheese Boys&lt;/a&gt; [&lt;a href="http://freegamer.blogspot.com/2008/12/plutocracy-cheese-boys-and-goblin-hack.html"&gt;remember?&lt;/a&gt;] is still in development - and still looking for artist help... though maybe someone to scout &lt;a href="http://opengameart.org/"&gt;OpenGameArt&lt;/a&gt; would even be enough?..
&lt;/p&gt;

&lt;p&gt;&lt;a href="http://jordan.trudgett.com/"&gt;Ardentryst&lt;/a&gt; is being constantly developed - the &lt;a href="https://sourceforge.net/project/showfiles.php?group_id=215260&amp;release_id=673578&amp;package_id=259741"&gt;1.7 release&lt;/a&gt; was added three weeks ago.&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SfSJL0Ov-BI/AAAAAAAAA98/7cSTSbbSWaI/s1600-h/radalol.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SfSJL0Ov-BI/AAAAAAAAA98/7cSTSbbSWaI/s200/radalol.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5329035095178213394" /&gt;&lt;/a&gt;Eating daggers in Radakan
&lt;/div&gt;
&lt;a href="http://www.radakan.org/"&gt;Radakan&lt;/a&gt; 0.0.1, which can be currently described as "young Qt GUI-driven text RPG", was &lt;a href="https://sourceforge.net/project/showfiles.php?group_id=154936&amp;release_id=677502&amp;package_id=305858"&gt;released&lt;/a&gt;. Future plans include graphical clients and such. Creating a system to allow writing the story/gameplay before starting work on a graphical engine is a playing-it-safe decision. &lt;span title="in my humble opinion"&gt;IMHO&lt;/span&gt; a good idea.
&lt;/p&gt;

&lt;p&gt;The &lt;a href="http://www.worldforge.org/"&gt;WorldForge&lt;/a&gt; client Ember now has real-time shadows [&lt;a href="http://erikhjortsberg.blogspot.com/"&gt;announcement&lt;/a&gt;].&lt;/p&gt;

&lt;div class="video"&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Wy_JHrfkUFE&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Wy_JHrfkUFE&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;
&lt;a href="http://www.youtube.com/watch?v=Wy_JHrfkUFE"&gt;Worldforge Ember, real time shadows&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;By the way, WorldForge is in the Google Summer of Code 2009. [&lt;a href="http://socghop.appspot.com/org/show/google/gsoc2009/worldforge"&gt;GSOC page&lt;/a&gt;] as are some other game or gamedev-related projects, as seen in &lt;a href="http://socghop.appspot.com/program/accepted_orgs/google/gsoc2009"&gt;this list&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;Game makers/tools&lt;/h3&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SfSYyV3AwtI/AAAAAAAAA-E/eXuiuImHYhs/s1600-h/dumap.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 172px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SfSYyV3AwtI/AAAAAAAAA-E/eXuiuImHYhs/s200/dumap.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5329052249714901714" /&gt;&lt;/a&gt;
Dungeon Mapper
&lt;/div&gt;
&lt;a href="https://sourceforge.net/projects/dungeonmap/"&gt;Dungeon Mapper&lt;/a&gt; is yet another tile map editor.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://mokoi.sourceforge.net/"&gt;Mokoi Gaming&lt;/a&gt; 0.4 was released. It now supports OSX and contains a Tetris variant [&lt;a href="https://sourceforge.net/project/shownotes.php?release_id=670159&amp;group_id=173943"&gt;changelog&lt;/a&gt;].&lt;/p&gt;

&lt;p&gt;Development on &lt;a href="http://sourceforge.net/projects/osrpgcreation/"&gt;Opensource Game Studio&lt;/a&gt; has started. Features: 3D, Qt, Lua. It contains a small glxgears-like demo [&lt;a href="http://www.youtube.com/watch?v=ugPYx1xb89U"&gt;video&lt;/a&gt;]. Nothing to see here yet. :)&lt;/p&gt;

&lt;h3&gt;The rest&lt;/h3&gt;

&lt;p&gt;The two-day game programming competition &lt;a href="http://www.ludumdare.com/"&gt;Ludum Dare&lt;/a&gt; #14 has ended a while ago. Unfortunately nobody except &lt;a href="http://www.ludumdare.com/compo/2009/04/19/arcticum/"&gt;arcticum&lt;/a&gt;'s and &lt;a href="http://www.ludumdare.com/compo/2009/04/19/final-flood-of-air/"&gt;Flood of Air&lt;/a&gt;'s authors cared to release their game as open source software (or I couldn't find them).&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.armagetronad.net/"&gt;Armagetron Advanced&lt;/a&gt; 0.2.8.3_rc2 [&lt;a href="http://sourceforge.net/project/showfiles.php?group_id=110997&amp;release_id=678285&amp;package_id=195927"&gt;download&lt;/a&gt;] fixes color filters and crashes. [&lt;a href="http://sourceforge.net/project/shownotes.php?release_id=678285&amp;group_id=110997"&gt;changelog&lt;/a&gt;].&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-4766559127638923080?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/4766559127638923080/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/04/quick-dirty-floss-game-updates.html#comment-form" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4766559127638923080" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4766559127638923080" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/04/quick-dirty-floss-game-updates.html" title="Quick &amp; Dirty FLOSS Game Updates" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SfRY63-r67I/AAAAAAAAA9k/SKolm2BjUvQ/s72-c/civi.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-3991138071386632552</id><published>2009-04-17T13:20:00.001+01:00</published><updated>2009-04-17T13:25:33.333+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="nexuiz" /><title type="text">Nexuiz 2.5 (taking my time)</title><content type="html">&lt;p&gt;&lt;a href="http://alientrap.org/nexuiz/"&gt;Nexuiz 2.5&lt;/a&gt; has been released &lt;span style="text-decoration: line-through;"&gt;6&lt;/span&gt; &lt;span style="text-decoration: line-through;"&gt;11&lt;/span&gt; 15 days ago. (I *am* taking my time! O_o) You might have spotted the &lt;a href="http://www.phoronix.com/scan.php?page=article&amp;item=nexuiz_25&amp;num=1"&gt;announcement on Phoronix&lt;/a&gt;.
&lt;/p&gt;

&lt;p&gt;&lt;a href="https://sourceforge.net/project/showfiles.php?group_id=81584&amp;package_id=153676&amp;release_id=672474"&gt;Here is&lt;/a&gt; the 666 MB heavy download. In case you care about traffic more than graphics and sounds or have a weak system: An Arch Linux user created a &lt;a href="http://bbs.archlinux.org/viewtopic.php?id=69452"&gt;~60MB version&lt;/a&gt; for 32-bit Linux systems.
&lt;/p&gt;

&lt;p&gt;So what are the big selling points of 2.5 from the player side of view? According to the &lt;a href="https://sourceforge.net/project/shownotes.php?group_id=81584&amp;release_id=672474"&gt;changelog&lt;/a&gt;: New &lt;span style="font-weight:bold;"&gt;&lt;abbr title="Head-up display"&gt;HUD&lt;/abbr&gt;&lt;/span&gt;, new &lt;span style="font-weight:bold;"&gt;weapons&lt;/span&gt;, new &lt;span style="font-weight:bold;"&gt;racing game mode&lt;/span&gt;, &lt;span style="font-weight:bold;"&gt;improved look &amp; sound&lt;/span&gt;, &lt;span style="font-weight:bold;"&gt;better bots&lt;/span&gt;. Nex is also supposed to be faster regarding processor and network utilization, I did not try to test this though.&lt;/p&gt;

&lt;h3&gt;Head-up display&lt;/h3&gt;
&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/qubodup/3414530637/sizes/o/in/set-72157616297518025/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SdkAhjC0viI/AAAAAAAAA8c/DX5RAadJPck/s200/light.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5321251951623095586" /&gt;&lt;/a&gt;Nexuiz 2.5 - &lt;a href="http://www.flickr.com/photos/qubodup/sets/72157616297518025/detail/"&gt;more screenshots&lt;/a&gt;&lt;/div&gt;
I did not notice any revolutionary changes in the user interface - besides the better score board and noob-friendlier map voting system. Unfortunately the game menu part of the &lt;abbr title="Graphical user interface"&gt;GUI&lt;/abbr&gt; is still slightly weird with its microscopic quit button.&lt;/p&gt;

&lt;h3&gt;Racing mode&lt;/h3&gt;
&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/qubodup/3415195242/sizes/o/in/set-72157616297518025/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SdkF0fxIOOI/AAAAAAAAA8s/wtrpsAm5-Mc/s200/race.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5321290834153847010" /&gt;&lt;/a&gt;Futuristic "Racetrack"&lt;/div&gt;
"Race" is a game mode, in which the player has to move as fast as possible using weapons and jumping techniques. As I understand it, this old concept developed from Quake elitists having too much fun with the game's movement 'physics'. It's an important mode in &lt;a href="http://warsow.net"&gt;Warsow&lt;/a&gt; gameplay and I don't like it. However, I do appreciate that Nexuiz makes itself interesting for a wider audience of course.&lt;/p&gt;

&lt;p&gt;I was very annoyed by the racetrack being in the new single-player campaign and wanted to record a &lt;a href="http://www.youtube.com/watch?v=N0h_h1MsCdM"&gt;video showing how I struggle&lt;/a&gt; with it but when I recorded the demo, I surprisingly won! I still think it should be kept out of the campaign or at least it should be possible to skip it - many Nexuiz players will want to finish the campaign but not even know about the advanced movement techniques it requires.&lt;/p&gt;

&lt;h3&gt;New weapons&lt;/h3&gt;

&lt;p&gt;I can't help but being overly subjective here (again): Nexuiz has more than enough weapons! Then again, the new weapons are optional (at least I think so) and that makes them okay. The grappling hook was already in the last version (just not as a weapon) and I don't like it, but I know a lot of people do. The portal gun is fun, but not interesting for long if you ever played Portal.&lt;/p&gt;

&lt;p&gt;The rifle, however, makes my eyes twitch. It needs to be reloaded! &lt;span style="font-style:italic;"&gt;Reloading weapons in a Quake/UT-like game.&lt;/span&gt; This is so stupid. No further comments.&lt;/p&gt;

&lt;p&gt;Take a look at the weapon models: &lt;a href="http://www.flickr.com/photos/qubodup/3449996060/sizes/l/"&gt;Grappling Hook&lt;/a&gt;, &lt;a href="http://www.flickr.com/photos/qubodup/3449995708/sizes/l/"&gt;Port-O-Launch&lt;/a&gt;, &lt;a href="http://www.flickr.com/photos/qubodup/3449185765/sizes/l/"&gt;T.A.G. Seeker&lt;/a&gt;, &lt;a href="http://www.flickr.com/photos/qubodup/3449184163/sizes/l/"&gt;Heavy Laser Assault Cannon&lt;/a&gt;, &lt;a href="http://www.flickr.com/photos/qubodup/3449183777/sizes/l/"&gt;Rifle&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;Improved look and sound&lt;/h3&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/qubodup/3414553903/sizes/o/in/set-72157616297518025/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SdkF0OndQmI/AAAAAAAAA8k/CzPF8KtJ_K0/s200/flag.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5321290829549879906" /&gt;&lt;/a&gt;Sharp new flag model&lt;/div&gt;
My favorite part of this review! This is where the 2.5 release shines. The new map desert factory [&lt;a href="http://www.youtube.com/watch?v=7zvkmtZ9yvw"&gt;video&lt;/a&gt;] looks great! Even though it seems too large, it plays well and is a nice alternative to the mostly narrow Nexuiz in-door maps.&lt;/p&gt;

&lt;p&gt;The new organic-style weapon models fit unexpectedly well. Especially the good look of the shotgun is important, as it's the default weapon.&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/qubodup/3415188978/sizes/o/in/set-72157616297518025/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/Sehwys1HqMI/AAAAAAAAA9c/4VIEy-8Jlf0/s200/3415188978_7c467bbbee.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5325630575695341762" /&gt;&lt;/a&gt;Smoke&lt;/div&gt;One issue though: the rocket explosion smoke is so dark, I can't see through it. This means that each explosion animation serves as a visual shield for the enemy. It's so sad and funny when one has to disable effects to be able to play better for other reasons but processing speed...&lt;/p&gt;

&lt;p&gt;I wrote a poem about how the rocket explosion smoke annoys me:&lt;/p&gt;

&lt;blockquote&gt;Rocket smoke&lt;br/&gt;
So dark I can not see!&lt;br/&gt;
Why do you torture me?&lt;/blockquote&gt;

&lt;p&gt;Ain't I grand? Next up: voices. I love the new voices! Not only there are more different tracks but now teammates verbally protesting against friendly fire. Yay for audio improvements! (Oh, speaking of audio.. pdsounds.org is dead [&lt;a href="http://pdsounds.tuxfamily.org/"&gt;backup&lt;/a&gt;])&lt;/p&gt;

&lt;p&gt;As mentioned above, there is a new single-player campaign, which introduces new weapons, maps and game modes. It is rather chaotic though. Two capture the flag rounds in it are meant as 'tutorials' (endlessly boring plus bots suck). I hope in the future the Unreal Tournament approach will be chosen: campaigns should be separated by genre and tutorials should be optional.&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/qubodup/3415192358/sizes/o/in/set-72157616297518025/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/Sdji6d355OI/AAAAAAAAA8U/TIUSSVBQMaE/s200/3415192358_6a31531482.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5321252453817640162" /&gt;&lt;/a&gt;Portals: still ugly&lt;/div&gt;
I have few complaints about the visual quality: portals and player models need better textures also the machine gun looks weak compared to the other weapons. This will hopefully be improved in the future. (If you're a 3d artist, you know what to do ;) .)
&lt;/p&gt;

&lt;h3&gt;Better bots&lt;/h3&gt;

&lt;p&gt;I red the changelog only after I tested Nexuiz 2.5 for a while. I was confused by the "bots are better" claim. They stand around, walk against walls and fail to capture flags/domination points next to them. Increasing their difficulty seems to only make their aim annoyingly good, but they are not getting any smarter.&lt;/p&gt;

&lt;h3&gt;Conclusion&lt;/h3&gt;

&lt;p&gt;All is well, nothing is perfect. Since a lot new things were added, 2.5 might even be fun to those that did not like previous versions. Nexuiz players that don't care for new stuff will enjoy the updated graphics and voices. Single-player mode players will like the new campaign, even though it does have its faults. Now it's time for you to enjoy the video(s) below!&lt;/p&gt;

&lt;div class="video"&gt;
&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/lV2kEL86KuM&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/lV2kEL86KuM&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;
Nexuiz 2.5 wannabe-promo - &lt;a href="http://files.filefront.com/13593262"&gt;OGV download&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;Note: If the HD YouTube version slows down your computer, I recommend downloading the OGV video and watching it with &lt;a href="http://www.videolan.org/vlc/"&gt;VLC&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;I created above video using Nexuiz' awesome video recording tools, &lt;a href="http://en.wikipedia.org/wiki/Cinelerra"&gt;Cinelerra&lt;/a&gt; and &lt;a href="http://nexuizninjaz.com/forum/showthread.php?tid=17"&gt;this helpful thread&lt;/a&gt;. On the game's &lt;a href="http://alientrap.org/nexuiz/"&gt;homepage&lt;/a&gt; you will see a video that concentrates on the new features more.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-3991138071386632552?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/3991138071386632552/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/04/nexuiz-25-taking-my-time.html#comment-form" title="8 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3991138071386632552" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3991138071386632552" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/04/nexuiz-25-taking-my-time.html" title="Nexuiz 2.5 (taking my time)" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SdkAhjC0viI/AAAAAAAAA8c/DX5RAadJPck/s72-c/light.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-4027925264038446761</id><published>2009-04-08T00:30:00.004+01:00</published><updated>2009-04-09T21:04:57.262+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="vaporware" /><category scheme="http://www.blogger.com/atom/ns#" term="lowpolycoop" /><category scheme="http://www.blogger.com/atom/ns#" term="mofrag" /><category scheme="http://www.blogger.com/atom/ns#" term="newfoundroom" /><category scheme="http://www.blogger.com/atom/ns#" term="blender" /><category scheme="http://www.blogger.com/atom/ns#" term="jcrpg" /><title type="text">Commerce &amp; Open Source Games: Libre Music, Tremulous Shirts</title><content type="html">&lt;p&gt;Here is some commercial free software gaming news, which I partially failed to deliver on time.
&lt;/p&gt;

&lt;p&gt;&lt;a href="http://musicliberated.blogspot.com/"&gt;Paul's Music Liberation Experiment&lt;/a&gt; is a product of jClassicRPG's lead developer following his passion for composing music. He releases music tracks under the gratis but non-free &lt;a href="http://creativecommons.org/licenses/by-nc-sa/3.0/"&gt;BY-SA-NC&lt;/a&gt; license and visitors can donate to specific tracks, which in return will be released under the free &lt;a href="http://creativecommons.org/licenses/by-sa/3.0/"&gt;BY-SA license&lt;/a&gt;.
&lt;/p&gt;

&lt;p&gt;The money earned from this will be covered to cover Paul's expensive music software purchases and hopefully a proof that at least small bucks can be made with freely licensed media. It's called "&lt;span style="font-style:italic;"&gt;experiment&lt;/span&gt;" after all. :)
&lt;/p&gt;

&lt;p&gt;I am a big fan of this project! I detest the non-free Creative Commons licenses, but this method is perfect to illustrate just how many people think that being free is more important for media rather than just being gratis.
&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_aj6f5lJ5nMc/Sdu6ziYiOpI/AAAAAAAAA80/aJgjLDAMF-M/s1600-h/Tremulous_Builda_493b6bd2d6e86.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 184px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/Sdu6ziYiOpI/AAAAAAAAA80/aJgjLDAMF-M/s200/Tremulous_Builda_493b6bd2d6e86.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5322052779234179730" /&gt;&lt;/a&gt;Tremulous T-Shirt Logo&lt;/div&gt;
&lt;a href="http://www.ministryoffrag.org/"&gt;Ministry of Frag&lt;/a&gt; (MoFrag) sells a &lt;a href="http://tremulous.net/"&gt;Tremulous&lt;/a&gt; T-Shirt and 25% go to the Tremulous team. That's the short story.
&lt;/p&gt;

&lt;p&gt;The long story is that the project was first thought of 2006 and finally realized in December 2008. It started on the wish to «&lt;span style="font-style:italic;"&gt;find some way to support open source games&lt;/span&gt;». Most of the people behind MoFrag are from the Tremulous scene.
&lt;/p&gt;

&lt;p&gt;Powered by the visual awesomeness of Plutocracy's [&lt;a href="http://freegamer.blogspot.com/2008/12/plutocracy-cheese-boys-and-goblin-hack.html"&gt;remember&lt;/a&gt;?] lead developer &lt;a href="http://garoth.com/"&gt;Garoth&lt;/a&gt;, it's sure to make you feel sexy about supporting the open source game development.
&lt;/p&gt;

&lt;p&gt;The MoFrag definition of "open source" is slightly loose: «&lt;span style="font-style:italic;"&gt;If your game "feels" open source to us, that is pretty much the only requirement&lt;/span&gt;» I was told on IRC. Also I feel a tiny bit insecure about supporting Tremulous, as there might be &lt;a href="http://tremulous.net/forum/index.php?topic=9388.0"&gt;issues&lt;/a&gt; regarding the legality of some of its assets.
&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SdvI5aEiVDI/AAAAAAAAA88/dhhiQdR3BA4/s1600-h/4-27622588-0-0-1.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 169px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SdvI5aEiVDI/AAAAAAAAA88/dhhiQdR3BA4/s200/4-27622588-0-0-1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5322068273244820530" /&gt;&lt;/a&gt;LÖVE mousepad
&lt;/div&gt;Never minding that, I hope that it will thrive and get involved with lots of cool projects (qubodup's list of cool open source game projects still pending). Do you have any suggestions? My instant thoughts are "&lt;a href="http://love2d.org/"&gt;LÖVE&lt;/a&gt;" (Which by the way has a &lt;a href="http://love2d.org/forum/viewtopic.php?f=3&amp;t=617"&gt;Merchandise discussion&lt;/a&gt; going on) and "SuperTuxKart" (by the way, did you know that the project has an awesome new &lt;a href="http://supertuxkart.sourceforge.net/"&gt;homepage look&lt;/a&gt;?) although last time I checked out STK, this little bit |___| of polish was missing for me to call it "polished enough for merchandise".
&lt;/p&gt;

&lt;p&gt;&lt;!--&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/Sdvkz02giLI/AAAAAAAAA9U/lwWvVeKbkoA/s1600-h/gerwinski-gnu-head.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 200px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/Sdvkz02giLI/AAAAAAAAA9U/lwWvVeKbkoA/s200/gerwinski-gnu-head.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5322098963680102578" /&gt;&lt;/a&gt;Can you spell "open source scam"?
&lt;/div&gt;--&gt;
&lt;span style="font-weight:bold;"&gt;EDIT:&lt;/span&gt; Supposedly, the Blender Game Engine (BGE) will receive &lt;a href="http://blenderartists.org/forum/showthread.php?t=152782"&gt;development support&lt;/a&gt; from a company using it to develop a commercial title.&lt;/p&gt;

&lt;p&gt;I was super skeptic at first, due to &lt;span style="font-style:italic;"&gt;Entertainment Arts Research Inc.&lt;/span&gt;'s &lt;a href="http://ea-research.com/"&gt;flash page&lt;/a&gt; and its subsidiary &lt;span style="font-style:italic;"&gt;Twilight 22 Studio&lt;/span&gt;'s &lt;a href="http://twilight22.com/"&gt;empty page&lt;/a&gt;. I Couldn't find anything online but the same press release and compared it to the EVO console &lt;a href="http://www.linuxgames.com/archives/13621"&gt;scam&lt;/a&gt;. Now I'm just confused. Time will tell.&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SdvaoDg5ObI/AAAAAAAAA9M/dhjayJmSu_E/s1600-h/sunsetxjr.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 126px;" src="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SdvaoDg5ObI/AAAAAAAAA9M/dhjayJmSu_E/s200/sunsetxjr.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5322087766341269938" /&gt;&lt;/a&gt;BGE looking awesome
&lt;/div&gt;So this turned out to not be a commercial blender update, eh? Aaanyways, about the Blender Game Engine (BGE).. I always thought the BGE was a weak, slow placeholder. I appear to be wrong: its power has recently been shown off in &lt;a href="http://blenderartists.org/forum/showthread.php?t=152343"&gt;this sunrise thread&lt;/a&gt;. Note that this is not a Blender render, it's real-time Blender Game Engine action! Though I bet it's real slow. But hey, I haven't checked it out live yet. ;P
&lt;/p&gt;

&lt;p&gt;Thanks to &lt;a href="http://forums.parpg.net/index.php?action=profile;u=10"&gt;Lamoot&lt;/a&gt; for the heads up!
&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SdvZJTxN-yI/AAAAAAAAA9E/VVRSwBaB_z8/s1600-h/nfr_sat_dish_screen02.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 100px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SdvZJTxN-yI/AAAAAAAAA9E/VVRSwBaB_z8/s200/nfr_sat_dish_screen02.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5322086138617133858" /&gt;&lt;/a&gt;Scott's satellite dish model
&lt;/div&gt;
&lt;a href="http://www.newfoundroom.com/"&gt;Newfound Room&lt;/a&gt; is Scott's continuation of the &lt;a href="http://www.lowpolycoop.com/"&gt;Low Poly Cooperative&lt;/a&gt; blog.
&lt;blockquote&gt;part of the intention of this blog will be to make some money for me and my family. I’ll be trying out any number of different ways of doing this, but the core of what I am doing here is providing you all with free stuff. The more I make off of it, the more time I can devote to making more.&lt;/blockquote&gt;
So far, no sight of any revenue-gaining measures and no post for three months. Ads would make some sense, though not create much profit. Paul's "release-gratis, pay-to-free" method could be used. Although it does have an unfortunate non-free element in it.
&lt;/p&gt;

&lt;p&gt;Good night! And remember to brush your vaporware-sensors boys and girls!&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-4027925264038446761?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/4027925264038446761/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/04/commerce-open-source-games-libre-music.html#comment-form" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4027925264038446761" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4027925264038446761" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/04/commerce-open-source-games-libre-music.html" title="Commerce &amp; Open Source Games: Libre Music, Tremulous Shirts" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_aj6f5lJ5nMc/Sdu6ziYiOpI/AAAAAAAAA80/aJgjLDAMF-M/s72-c/Tremulous_Builda_493b6bd2d6e86.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-321331331982957373</id><published>2009-04-01T10:00:00.000+01:00</published><updated>2009-04-01T10:41:38.401+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="diamondfighters" /><category scheme="http://www.blogger.com/atom/ns#" term="myman" /><category scheme="http://www.blogger.com/atom/ns#" term="wing" /><category scheme="http://www.blogger.com/atom/ns#" term="iamar" /><title type="text">Tank-game, 3D game educational system, text-mode-pacman, wing update</title><content type="html">&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a href="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SdMexf-lhMI/AAAAAAAAA7o/sQfghMzs_RE/s1600-h/screen02.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SdMexf-lhMI/AAAAAAAAA7o/sQfghMzs_RE/s200/screen02.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5319629420601115842" /&gt;&lt;/a&gt;Diamond Fighters
&lt;/div&gt;
&lt;span lang="ru-ru"&gt;Товарищи&lt;/span&gt;, &lt;a href="http://andru-kun.ru/games/df.html"&gt;Diamond Fighters&lt;/a&gt; is a tank arcade game that can be played alone or in two-player mode against computer-controlled enemies in a progression-based level system. I find it quite fun (it has upgrades &amp; destroyable walls!) and good-looking (yay for pretty explosions!). Its source code is GPLed (no idea about art.)&lt;/p&gt;
&lt;/p&gt;

&lt;p&gt;iamar [&lt;a href="http://iamar.net/"&gt;home page&lt;/a&gt;, &lt;a href="http://sourceforge.net/projects/iamar/"&gt;project page&lt;/a&gt;] is a project for teaching students how to make 3d games. It covers 3D modelling in blender and 3D game programming. The project consists of video material and the "iamar browser" which uses an in-house scripting engine called "semblis".&lt;/p&gt;

&lt;p&gt;I have not tried to run it yet, but it is rather &lt;span style="font-style:italic;"&gt;relevant to my interests&lt;/span&gt;, even though the "we made our own scripting language" deal does sound rather lame.&lt;/p&gt;

&lt;p&gt;iamar has one huge advantage over &lt;a href="http://www.alice.org/"&gt;Alice&lt;/a&gt; and &lt;a href="http://kids.platinumarts.net/"&gt;Platinum Arts Sandbox&lt;/a&gt;: A 100% free software license (the GPL). (I'm especially confused about Sandbox' &lt;a href="http://kids.platinumarts.net/wiki/index.php?title=License"&gt;license&lt;/a&gt;.)&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a href="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SdMuclfIRDI/AAAAAAAAA7w/A7gTeucxMlg/s1600-h/screenshot.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 174px; height: 200px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SdMuclfIRDI/AAAAAAAAA7w/A7gTeucxMlg/s200/screenshot.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5319646653488579634" /&gt;&lt;/a&gt;MyMan
&lt;/div&gt;
Geek game news time! &lt;a href="http://myman.sourceforge.net/"&gt;MyMan&lt;/a&gt; (yo!) is a Pac-Man clone for the command line interface. Despite being a text-mode game, it doesn't look like crap! No horrible Nethack-like symbol clutter! (Yes, you're reading the words of an ASCII-hater right now! :P) It also supposedly has sound, although I have not tried to build it with it enabled.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://wing-007.sourceforge.net/"&gt;Wing&lt;/a&gt; (the pre-alpha landcape generator, &lt;a href="http://freegamer.blogspot.com/2009/03/open-source-3d-landscape-generators.html"&gt;remember&lt;/a&gt;?) has now five more &lt;a href="http://sourceforge.net/project/memberlist.php?group_id=160056"&gt;team members&lt;/a&gt; and aims for being cross-platfrom (formerly dx-only). Best of luck to their efforts.&lt;/p&gt;

&lt;p&gt;PS: This blog will be shut down due to copyright infringement on April the 21st, Charles has decided to live computer-free from now on, raising sheep in the &lt;a href="http://en.wikipedia.org/wiki/Scottish_Highlands"&gt;Highlands&lt;/a&gt; and I'm &lt;a href="http://www.youtube.com/watch?v=wvsboPUjrGc"&gt;Steve Ballmer&lt;/a&gt;.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-321331331982957373?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/321331331982957373/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/04/tank-game-3d-game-educational-system.html#comment-form" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/321331331982957373" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/321331331982957373" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/04/tank-game-3d-game-educational-system.html" title="Tank-game, 3D game educational system, text-mode-pacman, wing update" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SdMexf-lhMI/AAAAAAAAA7o/sQfghMzs_RE/s72-c/screen02.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-2438696072967795647</id><published>2009-03-21T20:55:00.005Z</published><updated>2009-03-24T05:21:04.023Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="hedgewars" /><category scheme="http://www.blogger.com/atom/ns#" term="atomictanks" /><category scheme="http://www.blogger.com/atom/ns#" term="teeworlds" /><category scheme="http://www.blogger.com/atom/ns#" term="wormux" /><category scheme="http://www.blogger.com/atom/ns#" term="gusanos" /><category scheme="http://www.blogger.com/atom/ns#" term="iteam" /><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="openlierox" /><category scheme="http://www.blogger.com/atom/ns#" term="scorched3d" /><title type="text">Open source Artillery / Worms clones</title><content type="html">&lt;p&gt;So it seems that &lt;a href="http://www.scorched3d.co.uk/"&gt;Scorched 3D&lt;/a&gt;, &lt;a href="http://www.wormux.org/"&gt;Wormux&lt;/a&gt;, &lt;a href="http://www.hedgewars.org/"&gt;Hedgewars&lt;/a&gt;, and &lt;a href="http://atanks.sourceforge.net/"&gt;Atomic Tanks&lt;/a&gt; are all &lt;span style="text-decoration:line-through;"&gt;clones of&lt;/span&gt; inspired by... &lt;a href="http://en.wikipedia.org/wiki/Worms_(computer_game)"&gt;Worms&lt;/a&gt;? No. &lt;a href="http://en.wikipedia.org/wiki/Scorched_Earth_(computer_game)"&gt;Scorched Earth&lt;/a&gt;? Nah. &lt;a href="http://en.wikipedia.org/wiki/Gorilla_(computer_game)"&gt;Gorillas&lt;/a&gt;? Nope. &lt;a href="http://en.wikipedia.org/wiki/Tank_Wars"&gt;Tank Wars&lt;/a&gt;? No. That's right, their roots go all the way back to a 1980 on the Apple II under the name &lt;a href="http://en.wikipedia.org/wiki/Artillery_(computer_game)"&gt;Artillery&lt;/a&gt;.  Even earlier ascii versions from as early as 1976 are reported.  Now that's real history - all other games (pong and chess excepted) are modern upstarts. ;-)&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/ScUR9HdZzNI/AAAAAAAAA6I/g_lNp4vbJAY/s1600-h/scrnshot29.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/ScUR9HdZzNI/AAAAAAAAA6I/g_lNp4vbJAY/s200/scrnshot29.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5315674676852804818" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;Atomic Tanks&lt;/h3&gt;

&lt;a href="http://atanks.sourceforge.net/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://atanks.sourceforge.net/screenshots.html"&gt;screenshots&lt;/a&gt; &amp;#8226; &lt;a href="https://sourceforge.net/project/showfiles.php?group_id=72358"&gt;download&lt;/a&gt;

&lt;p&gt;One of the older and more mature open source Artillery clones, with version 0.5 first available in January of 2003, Atomic Tanks doesn't seem to have the online presence of it's contemporaries.  This is probably because it doesn't look that nice, with garish colours, coarse widgets, and almost badly drawn sprites.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;Update:&lt;/b&gt; &lt;i&gt;Markus comments, "I am sure that the graphics and such in Atomic Tanks are intentional. It is a fairly faithful reproduction of the original Scorched Earth, and for those of us who grew up playing that game quite a bit, that is where the real appeal lies."  I'm not sure I can agree with you there [on the intentionality of the bad graphics] after inspecting the &lt;a href="http://en.wikipedia.org/wiki/File:Scorched_Earth_for_DOS_screenshot.png"&gt;original graphics&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;What it lacks in the graphics department, it makes up for in features.  The sheer range of weapons is overwhelming.  You earn money, which you can use upgrade features and improve your tanks, making the game a much more appealing single player experience.  Also the land behaves differently, falling to fill and holes created by explosions.&lt;/p&gt;

&lt;p&gt;The latest release was 20th March 2009, which gives it a spot at the top of the article. :-)&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/ScUR9tMr6uI/AAAAAAAAA6Q/V-0iwTDk_kA/s1600-h/scorched41-2-large.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/ScUR9tMr6uI/AAAAAAAAA6Q/V-0iwTDk_kA/s200/scorched41-2-large.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5315674686983236322" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;Scorched 3D&lt;/h3&gt;

&lt;a href="http://www.scorched3d.co.uk/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://scorched3d.co.uk/screens.php"&gt;screenshots&lt;/a&gt; &amp;#8226; &lt;a href="http://scorched3d.co.uk/downloads.php"&gt;download&lt;/a&gt;

&lt;p&gt;Scorched 3D has been in development since 2001 with &lt;a href="http://scorched3d.co.uk/phpBB3/viewtopic.php?f=1&amp;t=389"&gt;build 1&lt;/a&gt; released on 29th April of that year.&lt;/p&gt;

&lt;p&gt;The first thing to note about Scorched 3D is that it looks beautiful.  It is the only 3D game in the article, but it is especially well done.  The islands deform as they get pounded by missiles.  Battleships stay moored offshore, the waves lap against the beaches, and jet fighters fly overhead the tanks.  It looks as good as a commercial game.&lt;/p&gt;

&lt;p&gt;Scorched 3D build 42.1 &lt;a href="http://scorched3d.co.uk/phpBB3/viewtopic.php?f=1&amp;t=5622"&gt;arrived&lt;/a&gt; on 3rd March 2009.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/ScUR84zNPLI/AAAAAAAAA6A/52pnNisbG2s/s1600-h/hedgewars-0.9.6-003.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/ScUR84zNPLI/AAAAAAAAA6A/52pnNisbG2s/s200/hedgewars-0.9.6-003.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5315674672917724338" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;Hedgewars&lt;/h3&gt;

&lt;a href="http://hedgewars.org/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://hedgewars.org/screenshots.html"&gt;screenshots&lt;/a&gt; &amp;#8226; &lt;a href="http://download.gna.org/hedgewars/"&gt;download&lt;/a&gt;

&lt;p&gt;Hedgewars is the youngest of the four projects, in development &lt;a href="http://hedgewars.org/node/1003"&gt;since 2004&lt;/a&gt; and &lt;a href="http://hedgewars.org/node/1004"&gt;first released&lt;/a&gt; on 13th November 2006.&lt;/p&gt;

&lt;p&gt;If I had to sum up Hedgewars in 3 words, I would say, "Worms II with hedgehogs."  (Hey, II is a number!)  With it's yelps and ows, and faithful recreation of many of the popular Worms weapons, it makes for a very similar gaming experience, arguably even better.&lt;/p&gt;

&lt;p&gt;Hedgewars 0.9.9 &lt;a href="http://hedgewars.org/node/1148"&gt;was released&lt;/a&gt; 19th January 2009 and version 0.9.10 &lt;a href="http://hedgewars.org/node/1380"&gt;is imminent&lt;/a&gt;.  I think the video successfully gets across just how Worms-like Hedgewars is:&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/RIkuF9wxzhk&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/RIkuF9wxzhk&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hkX3-IrPeJ8/ScUR8KEediI/AAAAAAAAA54/FZOHu7c0SjE/s1600-h/800px-083b.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_hkX3-IrPeJ8/ScUR8KEediI/AAAAAAAAA54/FZOHu7c0SjE/s200/800px-083b.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5315674660373689890" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;Wormux&lt;/h3&gt;

&lt;a href="http://wormux.org/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://wormux.org/wiki/screenshots.php?/en/"&gt;screenshots&lt;/a&gt; &amp;#8226; &lt;a href="http://wormux.org/wiki/download.php?/en/"&gt;download&lt;/a&gt;

&lt;p&gt;Wormux looks very nice, and gameplay deviates a bit more than Hedgewars from the original worms experience, but is still very heavily inspired by it.  It includes all the popular Free software mascots, so there's plenty of characters that you should recognise or should learn to recognise - making it almost educational! ;-)&lt;/p&gt;

&lt;p&gt;The last few years have seen the developers work towards a new engine that will massively enhance the game with features like &lt;a href="http://wormux.org/blog/index.php?2007/08"&gt;integrated physics&lt;/a&gt; (they created &lt;a href="https://gna.org/projects/whysics/"&gt;whysics engine&lt;/a&gt; just for this).  I expect Wormux will continue to depart in a good way - by adding new interesting features that enhance gameplay - from it's Worms foundations whilst retaining the spirit that inspired the project originally.&lt;/p&gt;

&lt;p&gt;Version 0.8.3 was released on 5th March 2009 and included some backported enhancements from the development version.&lt;/p&gt;

&lt;h3&gt;Incoming!&lt;/h3&gt;

&lt;p&gt;Looking to the future, there is also the &lt;a href="http://iteamgame.org/wiki/"&gt;iteam&lt;/a&gt; project, inspired by Gunbound.  It seems like it could combine the graphical panache of Wormux with the upgrading fun of Atomic Tanks, but development has been very slow despite a wave of &lt;a href="http://ubuntuforums.org/showthread.php?t=460972"&gt;initial enthusiasm&lt;/a&gt;.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/ScUT6kY5PhI/AAAAAAAAA6g/89Faj9sR3_4/s1600-h/olx5.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/ScUT6kY5PhI/AAAAAAAAA6g/89Faj9sR3_4/s200/olx5.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5315676832102170130" /&gt;&lt;/a&gt;
OpenLieroX
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/ScUT5zCRRhI/AAAAAAAAA6Y/4eGBGQnTJU8/s1600-h/screenshot0077.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/ScUT5zCRRhI/AAAAAAAAA6Y/4eGBGQnTJU8/s200/screenshot0077.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5315676818853938706" /&gt;&lt;/a&gt;
Teeworlds&lt;/div&gt;

&lt;h3&gt;Alternatives&lt;/h3&gt;

&lt;p&gt;If you like things to look Worms-like, but be more frantic, you should check out the games &lt;a href="http://openlierox.sourceforge.net/"&gt;OpenLieroX&lt;/a&gt; or &lt;a href="http://gusanos.sourceforge.net/"&gt;Gusanos&lt;/a&gt; - both inspired by a freeware game Liero(X).  It has the character of old-school Worms but plays like 2D Quake.  Gusanos (based on the classic &lt;a href="http://www.liero.be/"&gt;Liero&lt;/a&gt;) development is inactive, last release occuring on 31st January 2006, whereas OpenLieroX (based on &lt;a href"http://iworx5.webxtra.net/~lxallian/LXRS/"&gt;LeiroX&lt;/a&gt;) development is ongoing at a slow pace, with version 0.57_beta8 released 9th October 2008.&lt;/p&gt;

&lt;p&gt;&lt;i&gt;(My Liero-foo history may be out there, I'm not 100% sure how the different projects relate to eachother.)&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;Similar in gameplay style, but more modern and less retro-pixel, perhaps &lt;a href="http://www.teeworlds.com/"&gt;Teeworlds&lt;/a&gt; is your cup of tea.  At version 0.5.1, the game is already solid, polished, and playable and has an enthusiastic, growing player base with many regular players.  Development is very active and the last release was 25th January 2009.&lt;/p&gt;

&lt;h3&gt;Conclusion&lt;/h3&gt;

&lt;p&gt;The &lt;span style="font-style:italic;"&gt;Artillery&lt;/span&gt; genre of open source games is possibly the healthiest genre of open source games with 4 very good, polished, playable, and actively developed projects, as well as other similar games, inspired by the classics.  With 2D games increasingly neglected by the commercial sector, this genre is arguably one where a few of the open source projects have surpassed their commercial counterparts.&lt;/p&gt;

&lt;p&gt;So, which (if any) of the &lt;span style="font-style:italic;"&gt;Artillery-inspired&lt;/span&gt; open source games do you prefer to play?  What's best about it?  Or are you hardcore and only accept &lt;a href="http://jorillas.sourceforge.net/"&gt;real clones&lt;/a&gt; and none of this contemporary rubbish? :-)&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-2438696072967795647?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/2438696072967795647/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/open-source-artillery-worms-clones.html#comment-form" title="14 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/2438696072967795647" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/2438696072967795647" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/open-source-artillery-worms-clones.html" title="Open source Artillery / Worms clones" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hkX3-IrPeJ8/ScUR9HdZzNI/AAAAAAAAA6I/g_lNp4vbJAY/s72-c/scrnshot29.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-4627420240374364150</id><published>2009-03-19T23:15:00.004Z</published><updated>2009-03-20T16:23:15.342Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="battery" /><category scheme="http://www.blogger.com/atom/ns#" term="mazzeroth" /><category scheme="http://www.blogger.com/atom/ns#" term="extremetuxracer" /><category scheme="http://www.blogger.com/atom/ns#" term="unknownhorizons" /><category scheme="http://www.blogger.com/atom/ns#" term="egoboo" /><title type="text">Foooooooooooooo Egoboo</title><content type="html">&lt;p&gt;&lt;b&gt;Update:&lt;/b&gt; &lt;i&gt;brain malfunction.  I first posted 2.7.0, then 2.7.7b, but the correct &lt;a href="http://egoboo.sourceforge.net/forum/viewtopic.php?t=1"&gt;_stable_&lt;/a&gt; version of Egoboo is 2.7.0b and the &lt;a href="http://egoboo.sourceforge.net/forum/viewtopic.php?t=2"&gt;development&lt;/a&gt; version is 2.7.7, got it? =/ Thanks for the pointer, maststef&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;A new stable &lt;a href="http://egoboo.sourceforge.net"&gt;Egoboo&lt;/a&gt; &lt;span style="text-decoration:line-through;"&gt;2.7.0&lt;/span&gt; &lt;span style="text-decoration:line-through;"&gt;2.7.7b&lt;/span&gt; 2.7.0 wraps up several months of development and bug fixing.  This project has really come back to life over the course of 2008.  It is very well tested with a lengthy &lt;a href="http://egoboo.sourceforge.net/forum/viewtopic.php?p=1119#1119"&gt;changelog&lt;/a&gt;.  If I had make a criticism, it would be that Egoboo really looks dated these days and perhaps they could renew focus on nicer textures and more detailed models - perhaps aspiring to be a bit closer to SoulFu in quality - but graphics do not a good game make.  It's great to see the project successfully revived from a lifeless piece of bitrot that it had become a few years go.&lt;/p&gt;

&lt;p&gt;Now it's a pretty smooth looking experience.  Check out this (slightly rambly) video review:&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/47s_GMuT8Cw&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/47s_GMuT8Cw&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;

&lt;p&gt;&lt;a href="http://unknown-horizons.org"&gt;Unknown Horizons&lt;/a&gt; 2009.1 was released several days ago.  It now resembles a game, you can build a city, although it's still a few features short of being fun.  They are changing their release policy to monthly updates / snapshots with stable releases less often (i.e. when they are ready) instead of a stable release every 6 months.  Sounds like a wise plan to me.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://btrgame.com/"&gt;Battery&lt;/a&gt; is a browser based 2D top scrolling game written in Java. The player controls an airplane in a top-down view and shoots down enemies. The game is free and freely distributable. The game can be played inside the browser window, if you have &lt;a href="http://www.java.com/en/download/index.jsp"&gt;Java&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://lom.newagesoftware.org/"&gt;The Legend of Mazzeroth&lt;/a&gt; aims to be a new 2D MMORPG, I think in the style of &lt;a href="http://themanaworld.org/"&gt;The Mana World&lt;/a&gt; or &lt;a href="http://arianne.sourceforge.net/?arianne_url=games/game_stendhal"&gt;Stendhal&lt;/a&gt;.  In fact, I thought it was a fork or inspired by one of those two, but I can't easily find the reference nor do I have the time to search for it. &lt;b&gt;Update:&lt;/b&gt; &lt;i&gt;it was originally a fork of The Mana World but now is written from scratch although probably uses TMW graphics.  Thanks for finding that out Crush.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.extremetuxracer.com"&gt;Extreme Tux Racer&lt;/a&gt; 0.5 beta is supposed to be pretty nice and a big improvement over the 0.4 release.&lt;/p&gt;

&lt;p&gt;Dammit I had at least two more project updates but I forgot them.  Perhaps &lt;a href="http://freedroid.sourceforge.net/"&gt;Freedroid RPG 0.12&lt;/a&gt;?  Maybe.  What about &lt;a href="http://apocalypse.rulez.org/vacuum"&gt;Vacuum Magic 0.10&lt;/a&gt;?  Possibly.  Who can remember... oh, check out this musicy web thingy.  Your browser is the next Flash platform, it seems.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-4627420240374364150?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/4627420240374364150/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/foooooooooooooo-egoboo.html#comment-form" title="8 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4627420240374364150" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/4627420240374364150" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/foooooooooooooo-egoboo.html" title="Foooooooooooooo Egoboo" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-8928049980710068996</id><published>2009-03-16T17:20:00.004Z</published><updated>2009-03-20T15:28:11.543Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="mynet" /><category scheme="http://www.blogger.com/atom/ns#" term="slickworm" /><category scheme="http://www.blogger.com/atom/ns#" term="antargis" /><category scheme="http://www.blogger.com/atom/ns#" term="windstille" /><category scheme="http://www.blogger.com/atom/ns#" term="low" /><category scheme="http://www.blogger.com/atom/ns#" term="emiliapinball" /><category scheme="http://www.blogger.com/atom/ns#" term="civil" /><category scheme="http://www.blogger.com/atom/ns#" term="bloodmasters" /><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="projectcitadel" /><category scheme="http://www.blogger.com/atom/ns#" term="boson" /><title type="text">Top 10 Projects To Revive</title><content type="html">&lt;p&gt;The great thing about open source is a project can never become extinct - there is always a chance of it being brought back to life either by the original authors who re-find their motivation, by new contributors who see the potential, or a mixture of both.&lt;/p&gt;

&lt;p&gt;Here are the top 10 games, complete with cliches, I'd like to see return to the development scene and back on the road to completion.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SPNZ_6IyPmI/AAAAAAAAAjk/ydX5tJFN-4M/s1600-h/portalpest2.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SPNZ_6IyPmI/AAAAAAAAAjk/ydX5tJFN-4M/s200/portalpest2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5256644144544235106" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;1. Bloodmasters&lt;/h3&gt;

&lt;a href="http://www.bloodmasters.com/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://sourceforge.net/projects/bloodmasters/"&gt;project&lt;/a&gt;

&lt;p&gt;This gorgeous 3D top-down action game was &lt;a href="http://forum.freegamedev.net/index.php?t=msg&amp;th=686&amp;start=0"&gt;released as open source&lt;/a&gt; last year after indie developer &lt;a href="http://www.codeimp.com"&gt;Pascal "CodeImp" vd Heiden&lt;/a&gt; found he'd lost motivation to continue with the project.  It's a complete game with great graphics and needs a good C# developer to pick it up, port it to Mono, and help restore the &lt;a href="http://www.bloodmasters.com/forums/"&gt;community&lt;/a&gt;.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E1N56fyI/AAAAAAAAA44/0h_EK85j3q8/s1600-h/battle.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E1N56fyI/AAAAAAAAA44/0h_EK85j3q8/s200/battle.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5313830660144267042" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;2. Project Citadel&lt;/h3&gt;

&lt;a href="http://kursk.sourceforge.net/newfiles/Projects.htm"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://sourceforge.net/projects/kursk/"&gt;project&lt;/a&gt;

&lt;p&gt;A very nice looking turn based strategy game set in World War II.&lt;/p&gt;

&lt;p&gt;The game reached a playable state before it's development team ByteWare stopped playing the development game.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E2Oc3FjI/AAAAAAAAA5I/T2r1ZZd_Nqs/s1600-h/screenshot9.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E2Oc3FjI/AAAAAAAAA5I/T2r1ZZd_Nqs/s200/screenshot9.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5313830677470713394" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;3. Windstille&lt;/h3&gt;

&lt;a href="http://windstille.berlios.de/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://developer.berlios.de/projects/windstille"&gt;project&lt;/a&gt;

&lt;p&gt;This project isn't technically dead - lead developer Grumbel occasionally bumps it with more concept work - but it's definitely in hibernation and progress is frustratingly slow.&lt;/p&gt;

&lt;p&gt;Grumbel is actively seeking writers and developers so the prospects of reviving the project are quite good - no organizational work required.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6GN59_EyI/AAAAAAAAA5g/4tCsIkbC2OM/s1600-h/editor20030616.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 142px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6GN59_EyI/AAAAAAAAA5g/4tCsIkbC2OM/s200/editor20030616.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5313832183800992546" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;4. Emilia Pinball&lt;/h3&gt;

&lt;a href="http://pinball.sourceforge.net/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://sourceforge.net/projects/pinball/"&gt;project&lt;/a&gt;

&lt;p&gt;Come on, who wouldn't love a great Free pinball game?  Emilia Pinball is a fairly solid 3D pinball game that is playable, if a little "bare bones" in it's current form.  A better table editor, some more tables, and a bit of love to the user interface and ball physics and this game would be a corker.&lt;/p&gt;

&lt;p&gt;Hopefully one day a pinball wizard will resume improving this game and add another table or two as well as a few more features.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sb6GNH67L3I/AAAAAAAAA5Y/2X3CnoPpfh0/s1600-h/ss7.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sb6GNH67L3I/AAAAAAAAA5Y/2X3CnoPpfh0/s200/ss7.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5313832170366381938" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;5. Labyrinth of Worlds&lt;/h3&gt;

&lt;a href="http://low.sourceforge.net/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://sourceforge.net/projects/low/"&gt;project&lt;/a&gt;

&lt;p&gt;Ultimate Underworld is my favourite ever game, and this is a project to create a new game based on it the 2nd instalment of the popular series.  Since these days the world of Ultima is somewhat abandoned by it's foster parent company EA, I hoped projects like this and &lt;a href="http://uwadv.sourceforge.net"&gt;Underworld Adventures&lt;/a&gt; would have gained more support.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SPN8n2_GrNI/AAAAAAAAAjs/kFVjTUhc5Uk/s1600-h/boson010.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SPN8n2_GrNI/AAAAAAAAAjs/kFVjTUhc5Uk/s200/boson010.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5256682214288436434" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;6. Boson&lt;/h3&gt;

&lt;a href="http://boson.eu.org/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="https://sourceforge.net/projects/boson/"&gt;project&lt;/a&gt;

&lt;p&gt;The promising 3D RTS came a long way but never quite snowballed despite having nice graphics, original gameplay, and most of the hard work already done.  I think the dependency on KDE libs was hurtful to attracting contributors.&lt;/p&gt;

&lt;p&gt;It is original, playable, has a full set of units for two sides, nice graphics.  It has everything going for it except momentum.  Oh but to borrow a bit of enthusiasm from the &lt;a href="http://spring.clan-sy.com"&gt;Spring project&lt;/a&gt;, and Boson could spring back into life.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6HX4jjNnI/AAAAAAAAA5w/dMnTI_TtRQY/s1600-h/shot-01.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6HX4jjNnI/AAAAAAAAA5w/dMnTI_TtRQY/s200/shot-01.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5313833454731998834" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;7. MyLink / MyNet&lt;/h3&gt;

&lt;a href="http://home.as-netz.de/gblech/mylink/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="https://sourceforge.net/projects/boson/"&gt;source&lt;/a&gt;

&lt;p&gt;MyLink is inspired by the rather cool game UpLink.  After encountering difficulties the author started from scratch with the name MyNet, but after hitting difficulties again (with motivation this time) the project got abandoned.  The author is waiting for a new maintainer to step up to the plate.  Until that happens, consider this project disconnected.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/SPN9UvShVpI/AAAAAAAAAj0/34UyIY50G2k/s1600-h/civil.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/SPN9UvShVpI/AAAAAAAAAj0/34UyIY50G2k/s200/civil.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5256682985316505234" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;8. Civil&lt;/h3&gt;

&lt;a href="http://civil.sourceforge.net/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="https://sourceforge.net/projects/civil/"&gt;project&lt;/a&gt;

&lt;p&gt;Civil is a cross-platform, turn-based, networked strategy game, which allows players to take part in scenarios set in historical battle theatres. The U.S. Civil war was the primary focus before they started losing the battle and development stopped in 2005.  Written purely in Python/Pygame, there should be plenty of people able to help out.&lt;/p&gt;

&lt;p&gt;Battle simulations, how could that fail to be fun?  When development dies, that's how!&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6HXVcll4I/AAAAAAAAA5o/F8XZz1r7ps0/s1600-h/scr30072003_6.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6HXVcll4I/AAAAAAAAA5o/F8XZz1r7ps0/s200/scr30072003_6.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5313833445307553666" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;9. Slickworm&lt;/h3&gt;

&lt;a href="http://slickworm.sourceforge.net/"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="https://sourceforge.net/projects/slickworm"&gt;project&lt;/a&gt;

&lt;p&gt;An innovative FPS where the terrain was deformable.  It went through a few rewrites before the lead developer went silent.  He was obviously talented and probably snapped up by a commercial company - a shame for the open source game community as it blows a big hole in the future for Slickworm; this potentially brilliant game looks like it'll never be more than a tech demo.&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E1-w9MWI/AAAAAAAAA5A/Ogu21oVO3jc/s1600-h/village.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E1-w9MWI/AAAAAAAAA5A/Ogu21oVO3jc/s200/village.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5313830673260032354" /&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h3&gt;10. Battle for Antargis&lt;/h3&gt;

&lt;a href="http://antargis.berlios.de"&gt;home&lt;/a&gt; &amp;#8226; &lt;a href="http://developer.berlios.de/projects/antargis"&gt;project&lt;/a&gt;

&lt;p&gt;An original game that mixes elements of strategy and role play, this project enjoyed sustained development for several years and looked very promising before development tailed off as 2008 began.  Hopefully somebody will pick things up again as this is one of those projects that counters the 'open source can only copy' popular criticism.&lt;/p&gt;

&lt;p&gt;It had another original edge to it, it was probably the first significant Ruby game project, which probably doesn't help when it comes to attracting developers.&lt;/p&gt;

&lt;h3&gt;Honorable Mentions&lt;/h3&gt;

&lt;p&gt;Here's a few that I thought also had potential:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://silvertreerpg.org"&gt;SilverTree RPG&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;
The lead developer of Battle for Wesnoth started to make an RPG!  There was joyous celebrations and wide eyed expectation as SilverTree was unleashed on the public.  Then he moved on to another project and the with it so went the development activity of the RPG.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://www.marsnomercy.org/"&gt;Mars: Land of No Mercy&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;
A 2D mech strategy game that could be nice if development had no slowed to a near stand still.  Every now and again something seems to happen that nearly equates to activity, so it didn't quite make the list.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href=""&gt;GalaxyMage&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;
It once looked like a great new strategy game but the developers and the website went AWOL.  Enthusiasts &lt;a href="http://groups.google.com/group/galaxymage-redux-dev"&gt;resumed development&lt;/a&gt; under the moniker &lt;a href="http://code.google.com/p/galaxymageredux/wiki/GalaxyMage"&gt;Galaxy Mage Redux&lt;/a&gt; but it doesn't seem to be going anywhere other than the archives.&lt;/li&gt;
&lt;li&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E2tpU41I/AAAAAAAAA5Q/KRQI4ZWEyt0/s1600-h/freepop-0.6.0-shot1.jpeg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_hkX3-IrPeJ8/Sb6E2tpU41I/AAAAAAAAA5Q/KRQI4ZWEyt0/s200/freepop-0.6.0-shot1.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5313830685844497234" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;b&gt;&lt;a href="http://freepop.sourceforge.net/"&gt;FreePop&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;
This was an attempt to recreate and improve upon the iconic Populous games of the early nineties.  It never quite got to a playable state before the developer declared the project dead and moved on.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://pygame.org/project/87/"&gt;Legacy of Magic&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;
Another very promising war strategy game with very nice 3D graphics that never managed to emerge from abyss of alpha releases.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="https://sourceforge.net/projects/fuzzyadventure/"&gt;Fuzzy Adventure&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;
It came about at a time when the only platform games on Linux were SuperTux and XEvil.  A quick burst of activity was never turned into long term development.  I suspect that Fuzzy Adventure was just SuperTux with different graphics (gameplay was nearly identical) but that's never been confirmed.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://reaper3d.sourceforge.net/"&gt;Reaper3D&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;
A space shoot-em-up, this game was neary completed before it stalled.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://openparsec.sourceforge.net/"&gt;OpenParsec&lt;/a&gt;&lt;br/&gt;
This 3D space combat game was the darling of its time but very dated now.  The developers declined to open source it for several years, and by the time they did the times, and with it the community, had long since moved on.&lt;/li&gt;&lt;/ul&gt;

&lt;p&gt;Another games you wished were still going?&lt;/p&gt;

&lt;p&gt;&lt;b&gt;Update:&lt;/b&gt; &lt;i&gt;some more games that would be cool to revive:&lt;/i&gt;&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;a href="http://dark-oberson.sourceforge.net"&gt;Dark Oberon&lt;/a&gt; is an original 2D isometric RTS whose graphics are created by taking images of melded plasticine models.&lt;/li&gt;
&lt;li&gt;Cspop, a Crystal Space populus-inspired game (&lt;a href="https://b2cs.delcorp.org/svn/cspop/"&gt;svn&lt;/a&gt;, no homepage) previously &lt;a href="http://freegamer.blogspot.com/2007/03/cspop-i-wanted-to-mention-it-yesterday.html"&gt;mentioned&lt;/a&gt; (&lt;a href="http://freegamer.blogspot.com/2007/08/more-on-cspop.html"&gt;twice&lt;/a&gt;) on Free Gamer and &lt;a href="www.happypenguin.org/newroot//forums/viewtopic.php?p=18087"&gt;announced&lt;/a&gt; on the happypenguin forums.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.ph2.net/zugspiel/"&gt;Zugspiel&lt;/a&gt;, a 3D train tycoon game (&lt;a href="http://ttforums.owenrudge.net/viewforum.php?f=34"&gt;forum&lt;/a&gt;) which never quite made it after the author became inactive.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://freetrain.sourceforge.net"&gt;FreeTrain&lt;/a&gt;, a 2D isometric city &amp; rail network building game.  It needs an enthusiastic C# developer (&lt;a href="mailto:freegamerblog_at_gmail_dot_com"&gt;contact me directly&lt;/a&gt; or post in the &lt;a href="http://forum.freegamedev.net"&gt;FreeGameDev Help Offered forum&lt;/a&gt; if you are interested).&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-8928049980710068996?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/8928049980710068996/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/top-10-projects-to-revive.html#comment-form" title="17 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/8928049980710068996" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/8928049980710068996" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/top-10-projects-to-revive.html" title="Top 10 Projects To Revive" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_hkX3-IrPeJ8/SPNZ_6IyPmI/AAAAAAAAAjk/ydX5tJFN-4M/s72-c/portalpest2.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">17</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-3276359913109095472</id><published>2009-03-15T10:00:00.000Z</published><updated>2009-03-15T10:17:11.416Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="pygame" /><category scheme="http://www.blogger.com/atom/ns#" term="quantum" /><category scheme="http://www.blogger.com/atom/ns#" term="qonk" /><title type="text">Quantum and PyDays</title><content type="html">&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbzUPb9R-HI/AAAAAAAAA7g/cvZKOASObMA/s1600-h/q1.PNG"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 200px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbzUPb9R-HI/AAAAAAAAA7g/cvZKOASObMA/s200/q1.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5313355022058256498" /&gt;&lt;/a&gt;Quantum&lt;/div&gt;
&lt;a href="http://apistudios.com/hosted/marzec/quantum/"&gt;Quantum&lt;/a&gt; is a simple, minimalist-look &lt;acronym title="real-time strategy"&gt;rts&lt;/acronym&gt; game in which you try to control a network of planets. It can be played in multiplayer mode against human players and provides a Java &lt;a href="http://apistudios.com/hosted/marzec/quantum/quantum-webstart.php"&gt;Webstart package&lt;/a&gt; for a one-click start (works for me). It is a clone of &lt;a href="http://www.dyson-game.com/"&gt;Dyson&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The game reminds me of &lt;a href="http://libregamewiki.org/Qonk"&gt;qonk&lt;/a&gt; a lot. Both share a similar look, are about conquering planets with the help of dots and the computer enemy can be hard to overcome. Quantum is more complex, as unit creation has to be managed but also provides an automatic waypoints mechanic. Qonk's planets are moving, which make the game a bit more fast-paced.&lt;/p&gt;
&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbzNqf7mSuI/AAAAAAAAA7Q/atRCMhgk9qU/s1600-h/kgp3.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbzNqf7mSuI/AAAAAAAAA7Q/atRCMhgk9qU/s200/kgp3.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5313347790400015074" /&gt;&lt;/a&gt;KGB Training Simulator, PyDay 6 entry&lt;/div&gt;
PyDay #6 just finished. The 24 hour python game development competition's topic was "surveillance", which mostly resulted in "move around and avoid triangular fields of view" games.&lt;/p&gt;

&lt;p&gt;To rate &lt;a href="http://pyday.pynguins.com/entries/?day=6"&gt;all nine games&lt;/a&gt;, you will have to &lt;a href="http://pyday.pynguins.com/register/"&gt;register&lt;/a&gt; and open the projects' pages.&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbzP3vDA9JI/AAAAAAAAA7Y/ZocugIp7lMU/s1600-h/cfd-1.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 200px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbzP3vDA9JI/AAAAAAAAA7Y/ZocugIp7lMU/s200/cfd-1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5313350216819209362" /&gt;&lt;/a&gt;Caterpillar Fever Dream, PyDay 5 winner&lt;/div&gt;Two weeks ago, PyDay #5 ended. The theme was "lettuce" and it produced &lt;a href="http://pyday.pynguins.com/entries/?day=5"&gt;eight entries&lt;/a&gt;. The winner of that competition was &lt;a href="http://pyday.pynguins.com/entries/?entry=6"&gt;Caterpillar Fever Dream&lt;/a&gt; (uppercase removed o_O), a snake-dig-asteroids salad bowl.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-3276359913109095472?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/3276359913109095472/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/quantum-and-pydays.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3276359913109095472" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3276359913109095472" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/quantum-and-pydays.html" title="Quantum and PyDays" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbzUPb9R-HI/AAAAAAAAA7g/cvZKOASObMA/s72-c/q1.PNG" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-1512654313807646423</id><published>2009-03-12T09:00:00.002Z</published><updated>2009-03-12T21:01:16.560Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="contentcreation" /><title type="text">Open Source 3D Landscape Generators</title><content type="html">&lt;p&gt;
I recently noticed two &lt;acronym title="free as in freedom"&gt;free&lt;/acronym&gt; 3D landscape generators and thought to myself: "I bet there are dozens of never-finish terrain generators for games and &lt;acronym title="virtual reality"&gt;vr&lt;/acronym&gt; apps!" I was wrong. In this article, I will introduce the handful of &lt;acronym title="free/libre open source software"&gt;floss&lt;/acronym&gt; scenery generators and editors that I was able to find. 
&lt;/p&gt;


&lt;div class="video"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SbiRFN8MMII/AAAAAAAAA60/JzXWu6xpgiw/s1600-h/innerworld.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 124px;" src="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SbiRFN8MMII/AAAAAAAAA60/JzXWu6xpgiw/s400/innerworld.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5312155279310991490" /&gt;&lt;/a&gt;
InnerWorld
&lt;/div&gt;
&lt;p&gt;
&lt;a href="http://innerworld.sourceforge.net/"&gt;InnerWorld&lt;/a&gt; is a &lt;a href="http://www.blender.org/"&gt;Blender&lt;/a&gt;-based landscape generator that shines through a nice &lt;a href="http://innerworld.sourceforge.net/tut_1_1.html"&gt;online documentation&lt;/a&gt;. Landscapes are generated from Blender noise functions or external sources. The tool's specialty appears to be &lt;a href="http://innerworld.sourceforge.net/tut_5_1.html"&gt;object placement&lt;/a&gt;. The project is four years old and the last release (&lt;a href="https://sourceforge.net/project/showfiles.php?group_id=132755&amp;package_id=145859"&gt;0.0.5&lt;/a&gt;) is two months young.
&lt;/p&gt;
&lt;div class="video"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbiTnTk2sBI/AAAAAAAAA68/sNxnW4ziWe0/s1600-h/terraform.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 110px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbiTnTk2sBI/AAAAAAAAA68/sNxnW4ziWe0/s400/terraform.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5312158063962533906" /&gt;&lt;/a&gt;
Terraform
&lt;/div&gt;
&lt;p&gt;
&lt;blockquote&gt;&lt;a href="http://terraform.sourceforge.net/"&gt;Terraform&lt;/a&gt; is an open source interactive height field generation and manipulation program, giving you the ability to generate random terrain and transform it.&lt;/blockquote&gt;
The project seems to be non-living - last CVS activity: August 2003.
&lt;/p&gt;

&lt;div class="video"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbiZEbRi9UI/AAAAAAAAA7E/z6qORmgBXWY/s1600-h/Hme-height-map-editor.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 184px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbiZEbRi9UI/AAAAAAAAA7E/z6qORmgBXWY/s400/Hme-height-map-editor.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5312164061803377986" /&gt;&lt;/a&gt;
Hme
&lt;/div&gt;
&lt;p&gt;
&lt;a href="http://hme.sourceforge.net/"&gt;Height Map Editor&lt;/a&gt; is a 2D GUI for generating and precise-editing height maps. It is cross-platform and has a &lt;acronym title="keep it short &amp; simple"&gt;KISS&lt;/acronym&gt; philosophy. However, the last release is seven years old.
&lt;/p&gt;
&lt;div class="video"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbiJ8e_-4xI/AAAAAAAAA6c/SeOHyv6zgYE/s1600-h/wing-landscape-generator.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 136px;" src="http://2.bp.blogspot.com/_aj6f5lJ5nMc/SbiJ8e_-4xI/AAAAAAAAA6c/SeOHyv6zgYE/s400/wing-landscape-generator.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5312147432690082578" /&gt;&lt;/a&gt;Wing
&lt;/div&gt;
&lt;p&gt;
&lt;a href="http://wing-007.sourceforge.net/"&gt;Wing&lt;/a&gt;, a GPLed, DirectX-based and thus Windows-only landscape editor, is aimed to
&lt;blockquote&gt;proceduraly generate four key ingredients of nature: plants, terrain, water and weather, with simple but powerful user controls&lt;/blockquote&gt;
The project was found three years ago but appears to be in early development stages. It is looking for &lt;a href="https://sourceforge.net/people/?group_id=160056"&gt;programmer help&lt;/a&gt;, so I assume that the project became active only recently.
&lt;/p&gt;
&lt;div class="video"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SbiLovBv4jI/AAAAAAAAA6k/hr7Fy8mUy_A/s1600-h/RLP-landscape-generator.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 151px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SbiLovBv4jI/AAAAAAAAA6k/hr7Fy8mUy_A/s400/RLP-landscape-generator.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5312149292418327090" /&gt;&lt;/a&gt;
Real Landscape Project (supposedly)
&lt;/div&gt;
&lt;p&gt;
&lt;a href="https://sourceforge.net/projects/real-landscape/"&gt;&lt;acronym title="REAL LANDSCAPE PROJECT - yes, all uppercase :|"&gt;RLP&lt;/acronym&gt;&lt;/a&gt; is a one week-old, pre-anything landscape 'thing' project looking for &lt;a href="https://sourceforge.net/people/?group_id=255536"&gt;programming aid&lt;/a&gt;. I'm afraid the &lt;a href="https://sourceforge.net/project/showfiles.php?group_id=255536&amp;package_id=313071&amp;release_id=666385"&gt;language barrier&lt;/a&gt; will prevent it from thriving.
&lt;/p&gt;
&lt;div class="video"&gt;
&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbiPjtBoIwI/AAAAAAAAA6s/YtYNcfcGLBM/s1600-h/opb3dlands2.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 141px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbiPjtBoIwI/AAAAAAAAA6s/YtYNcfcGLBM/s400/opb3dlands2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5312153604028113666" /&gt;&lt;/a&gt;
3D Landscape Generator (Processing)
&lt;/div&gt;
&lt;p&gt;
One more, just for fun: &lt;a href="http://www.openprocessing.org/visuals/?visualID=339"&gt;3D Landscape Generator&lt;/a&gt; for &lt;a href="http://processing.org/"&gt;Processing&lt;/a&gt; is a GPLed, minimal, 120 &lt;acronym title="lines of code"&gt;LOC&lt;/acronym&gt;-long landscape generator and renderer that runs in your browser.
&lt;/p&gt;

&lt;p&gt;That's it folks! I hope these projects will prove useful for content creation in games. Be welcome to comment if you know of additional landscape generators or of open source games that feature their own!&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-1512654313807646423?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/1512654313807646423/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/open-source-3d-landscape-generators.html#comment-form" title="12 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/1512654313807646423" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/1512654313807646423" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/open-source-3d-landscape-generators.html" title="Open Source 3D Landscape Generators" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SbiRFN8MMII/AAAAAAAAA60/JzXWu6xpgiw/s72-c/innerworld.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-2188623915810095904</id><published>2009-03-10T16:13:00.007Z</published><updated>2009-03-10T16:51:10.651Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="survey" /><category scheme="http://www.blogger.com/atom/ns#" term="business" /><title type="text">Open Source Games Funding Survey</title><content type="html">&lt;p&gt;&lt;div class="screenshot"&gt;&lt;img style="width: 188px; height: 78px;" src="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SbaSLj4YO8I/AAAAAAAAA58/NKappQHKssA/s200/oscg6b.png" border="0" alt="Open Source, Coin and Joystic" id="BLOGGER_PHOTO_ID_5311593537838005186" /&gt;Clipart! - Thanks &lt;a href="http://tranberry.se/"&gt;Tranberry&lt;/a&gt;!&lt;/div&gt;
A &lt;a href="http://tinyurl.com/opensurvey"&gt;survey&lt;/a&gt; was started to explore the potential of open source gaming business. It consists of 20 detailed questions about how you would fund games and what acts of commercialism you consider moral for free software. Time to &lt;a href="http://tinyurl.com/opensurvey"&gt;fill it in&lt;/a&gt;!
&lt;/p&gt;
&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a href="http://tinyurl.com/opensurvey"&gt;&lt;img style="width: 67px; height: 400px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SbaWed3HsoI/AAAAAAAAA6U/3MfBZ95yaOY/s400/survery.png" border="0" alt="Just so you know what we're facing here ;)" id="BLOGGER_PHOTO_ID_5311598260686140034" /&gt;&lt;/a&gt;Survey 'preview'&lt;/div&gt;
The questionnaire has been created by Andrew Fenn, lead dev of &lt;a href="http://hardwar.sourceforge.net/"&gt;Hardwar&lt;/a&gt; (a Hardwar remake ^^), who announced it in the &lt;a href="http://forum.freegamedev.net/index.php?t=msg&amp;th=2366"&gt;FGD Forum&lt;/a&gt; and later, on &lt;a href="http://andrewfenn.blogspot.com/2009/03/questionnaire-on-open-source-games-and.html"&gt;his blog&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The survey was inspired by a &lt;a href="http://forum.freegamedev.net/index.php?t=msg&amp;th=2261"&gt;similar one&lt;/a&gt; by evit, which unfortunately was not well formulated and rather Linux-centered, than free software-centered.&lt;/p&gt;
&lt;p&gt;Another drawback of evit's survey is that the results were not published. Andrew's survey's results will be published on his blog (and will not contain any critical data like IP address of course). So as I said, take your time to &lt;a href="http://tinyurl.com/opensurvey"&gt;participate&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Also: support the survey through &lt;a href="http://digg.com/gaming_news/Open_Source_Games_Funding_Survey"&gt;digg&lt;/a&gt; and &lt;a href="http://www.fsdaily.com/Business/Open_Source_Games_Funding_Survey"&gt;fsdaily&lt;/a&gt;! :)&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-2188623915810095904?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/2188623915810095904/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/open-source-games-funding-survey.html#comment-form" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/2188623915810095904" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/2188623915810095904" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/open-source-games-funding-survey.html" title="Open Source Games Funding Survey" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_aj6f5lJ5nMc/SbaSLj4YO8I/AAAAAAAAA58/NKappQHKssA/s72-c/oscg6b.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-7283374859565261794</id><published>2009-03-04T22:25:00.007Z</published><updated>2009-03-07T19:02:01.583Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="ufoai" /><category scheme="http://www.blogger.com/atom/ns#" term="parpg" /><category scheme="http://www.blogger.com/atom/ns#" term="zeroprojekt" /><category scheme="http://www.blogger.com/atom/ns#" term="unknownhorizons" /><category scheme="http://www.blogger.com/atom/ns#" term="openmw" /><category scheme="http://www.blogger.com/atom/ns#" term="ufo2000" /><category scheme="http://www.blogger.com/atom/ns#" term="dungeonhack" /><category scheme="http://www.blogger.com/atom/ns#" term="fife" /><title type="text">UFOs and Post-Apocalyptic Adventures</title><content type="html">&lt;p&gt;There's another monthly overview of developments for &lt;a href="http://ufoai.sourceforge.net/"&gt;UFO:AI&lt;/a&gt;, the 3D turn based tactics game where you see off an alien invasion of sorts.  Development is happening at an impressive pace, with a lot of new minor features and improvements to existing features.  The changes affect many aspects of the project, and as such I won't summarize them here.  Read it for yourself on their website.  (No permanent link to the update, sorry.)&lt;/p&gt;

&lt;p&gt;Speaking of UFO games, I do wish &lt;a href="http://ufo2000.sourceforge.net/"&gt;UFO2000&lt;/a&gt; development would return.  I have an affinity for the original game and I really hoped UFO2000 would emerge as a playable single-player game.  It hasn't yet, and looks like it never will, which is a shame.  They have a gorgeous website though.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://fifengine.de"&gt;FIFE&lt;/a&gt; world seems to have taken off a bit lately.  FIFE is a 2D isometric game engine.  It was originally created for the purposes of being a Fallout engine but evolved.&lt;/p&gt;

&lt;p&gt;Shortly after stepping down from management duties from FIFE, project manager MvBarracuda announced &lt;a href="http://parpg.fifengine.de/"&gt;PARPG&lt;/a&gt; - Post-Apocalyptic RPG - to the world, a game that uses FIFE to create a new, erm, post-apocalyptic RPG.  I think he'd gotten a bit tired after many years working on FIFE - when you work on an engine sometimes the end result is less tangible and harder to motivate yourself for.&lt;/p&gt;

&lt;p&gt;The announcement of PARPG seemed to galvanise the FIFE community, with new and old faces now popping up to fix and featurize FIFE after a fairly long quiet spell in development.  There seems to be a lot of interest in contributing to PARPG with threads &lt;a href="http://parpg.fifengine.de/forums/index.php?topic=28.0"&gt;like this&lt;/a&gt; popping up in the &lt;a href="http://parpg.fifengine.de/forums/"&gt;forum&lt;/a&gt;.  It seems they are looking primarily for C++/Python devs at the moment.&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sa8AS6On5QI/AAAAAAAAA4I/VFsHUefy7Zw/s1600-h/Oa_rev1489_ingame1.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 154px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sa8AS6On5QI/AAAAAAAAA4I/VFsHUefy7Zw/s200/Oa_rev1489_ingame1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5309462810561340674" /&gt;&lt;/a&gt;
Unknown Horizons&lt;/div&gt;OpenAnno has been renamed to &lt;a href="http://unknown-horizons.org/"&gt;Unknown Horizons&lt;/a&gt;, partly because the name OpenAnno sucked but mainly because Unknown Horizons is an original game and not an Anno rip off.  I do like the new name.&lt;/p&gt;

&lt;blockquote&gt;Unknown Horizons is a 2D realtime strategy simulation with an emphasis on economy and city building. Expand your small settlement to a strong and wealthy colony, collect taxes and supply your inhabitants with valuable goods. Increase your power with a well balanced economy and with strategic trade and diplomacy.&lt;/blockquote&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sa8AcB9WeQI/AAAAAAAAA4Q/7NUrl_wn1Ns/s1600-h/Zero_projekt_mapshot_1.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sa8AcB9WeQI/AAAAAAAAA4Q/7NUrl_wn1Ns/s200/Zero_projekt_mapshot_1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5309462967255202050" /&gt;&lt;/a&gt;
Zero Projekt&lt;/div&gt;Zero Projekt celebrated 3 years of active development and it's looking as nice as ever.  There's some beautiful graphics in that game.  Annoyingly for me site updates/news tend to be in German with English updates being somewhat sporadic.&lt;/p&gt;

&lt;p&gt;With 3 promising active game projects on the go, the FIFE community future looks bright.&lt;/p&gt;

&lt;p&gt;Like Morrowind?  OpenMW 0.6 got released.  Still, you need Morrowind to play it, and that's not Free, so...&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sa8E8Zi5rNI/AAAAAAAAA4Y/VxO1v9mGItQ/s1600-h/Waterplane.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sa8E8Zi5rNI/AAAAAAAAA4Y/VxO1v9mGItQ/s200/Waterplane.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5309467921389038802" /&gt;&lt;/a&gt;
DungeonHack&lt;/div&gt;However, a project that is Free software and Morrowind (well, more Daggerfall) inspired is &lt;a href="http://dungeonhack.uesp.net/"&gt;DungeonHack&lt;/a&gt;.  There's lots of interesting development noises going on in the forums - that's one to watch for 2009.  There's an imminent demo which is the culmination of a lot of refactoring and project reorganizing and new technology adoption, but the next version after that will be where things start to get interesting as several procedural generation techniques are surfacing in their subversion repository.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-7283374859565261794?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/7283374859565261794/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/ufos-and-post-apocolyptic-adventures.html#comment-form" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/7283374859565261794" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/7283374859565261794" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/ufos-and-post-apocolyptic-adventures.html" title="UFOs and Post-Apocalyptic Adventures" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hkX3-IrPeJ8/Sa8AS6On5QI/AAAAAAAAA4I/VFsHUefy7Zw/s72-c/Oa_rev1489_ingame1.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-8652832282970533671</id><published>2009-03-02T21:42:00.004Z</published><updated>2009-03-02T22:16:24.653Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="lordsawar" /><category scheme="http://www.blogger.com/atom/ns#" term="tesliz" /><category scheme="http://www.blogger.com/atom/ns#" term="l-echo" /><category scheme="http://www.blogger.com/atom/ns#" term="freelords" /><category scheme="http://www.blogger.com/atom/ns#" term="wesnoth" /><category scheme="http://www.blogger.com/atom/ns#" term="tennix" /><category scheme="http://www.blogger.com/atom/ns#" term="globulation2" /><category scheme="http://www.blogger.com/atom/ns#" term="freedroidrpg" /><category scheme="http://www.blogger.com/atom/ns#" term="updates" /><category scheme="http://www.blogger.com/atom/ns#" term="jcrpg" /><title type="text">Some things on my radar</title><content type="html">&lt;p&gt;"Damn Free Gamer is popular."  So says the &lt;a href="http://code.google.com/p/l-echo/"&gt;L-echo&lt;/a&gt; developer, as well as posting graphic illustration on the project home page.  L-Echo is a free and open source clone of the game Echochrome (aka Mugen Kairou).  Version 0.4.3 arrived in early February, although performance was unplayable on my non-hardware-accelerated laptop.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://freedroid.sourceforge.net/"&gt;Freedroid RPG&lt;/a&gt; version 0.12rc1 - a 2D isometric RPG, a bit like Diablo, but not like it at all.  There's lots of bug fixes, a new tutorial, a new starting level, lua scripting, and more!  Help them playtest it so that version 0.12 is solid.&lt;/p&gt;

&lt;p&gt;"&lt;a href="http://code.google.com/p/tesliz/"&gt;Tesliz&lt;/a&gt;", a 3D turn based strategy game, inspired by Wesnoth, written in Python on top of OGRE.  Early days here.&lt;/p&gt;

&lt;p&gt;Speaking of &lt;a href="http://www.wesnoth.org/"&gt;Wesnoth&lt;/a&gt; had lots of updates over the Christmas period, building up to a stable 1.6 release.  That game has some amazing artwork these days, like these &lt;a href="http://www.wesnoth.org/forum/viewtopic.php?f=18&amp;t=21336&amp;st=0&amp;sk=t&amp;sd=a"&gt;wizard portaits&lt;/a&gt;.  They have lots of playtesters already.  If you don't know what Wesnoth is, crikey, just click the link already.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://globulation2.org/"&gt;Globulation 2&lt;/a&gt; version 0.9.4 (&lt;a href="http://globulation2.org/wiki/Changes"&gt;changelog&lt;/a&gt;) which is a lot of balancing, bug fixing and enhancement of existing features, from what I can tell.  Globulation 2 is an innovative 2D RTS where you lead autonomous blobs into battle.  Innovative, yah.  Blobs, meh.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://javacrpg.sourceforge.net/"&gt;Java Classic RPG&lt;/a&gt; version 2009-02-28 (&lt;a href="http://jcrpg.blogspot.com/2009/03/spring-greeter-release-comes-to-life.html"&gt;announcement&lt;/a&gt;) which has a rather large amount of changes since the previous release.  Highlights include moving to jMonkeyEngine 2.0, new monsters, area dependent music playback, new portraits, and optimizations.  I hope to see this project become a completable game this year.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://freelords.sourceforge.net"&gt;Freelords&lt;/a&gt; tech release 0.03 is out.  Freelords is a Warlords-inspired 2D strategy game written in Java.  This release introduces simultaneous movement and improves the graphics and dialogs.  Freelords was originally a C++ project - the C++ codebase lives on in &lt;a href="http://www.nongnu.org/lordsawar"&gt;LordsAWar&lt;/a&gt;.  Recently the developer posted a &lt;a href="http://www.nongnu.org/lordsawar/lordsawar-city-history-report.ogg"&gt;video of a city history report&lt;/a&gt; (ogg) on the LordsAWar homepage, which I thought was quite neat.  It's the kind of feature usually missing from Free games.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://icculus.org/tennix/"&gt;Tennix 1.0&lt;/a&gt; is available.  Tennix is a very simple pong-like Tennis game, but the amount of polish going into it shows how nice a simple game can become.  All it takes is a little passion.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.gearheadrpg.com/"&gt;Gearhead2&lt;/a&gt; version 0.540 (&lt;a href="http://www.gearheadrpg.com/?p=55"&gt;announcement&lt;/a&gt;) continues the spate of game rule adjustments.  I like it that there's &lt;a href="http://www.gearheadrpg.com/?p=56"&gt;a lot of thought&lt;/a&gt; going into giving the game depth.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-8652832282970533671?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/8652832282970533671/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/03/some-things-on-my-radar.html#comment-form" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/8652832282970533671" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/8652832282970533671" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/03/some-things-on-my-radar.html" title="Some things on my radar" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-863473662135228122</id><published>2009-02-24T22:55:00.010Z</published><updated>2009-02-24T23:22:06.244Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="fac" /><category scheme="http://www.blogger.com/atom/ns#" term="thundernlightning" /><title type="text">Fictional Air Combat 0.1.3</title><content type="html">&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SaSAOuz7PDI/AAAAAAAAA4k/SfiA7434KL4/s1600-h/ss_2_v_0_1.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SaSAOuz7PDI/AAAAAAAAA4k/SfiA7434KL4/s200/ss_2_v_0_1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5306507251521633330" /&gt;&lt;/a&gt;Fictional Air Combat 0.1.3&lt;/div&gt;I recently discovered &lt;acronym title="Yet Another Flight Simulator"&gt;YAFS&lt;/acronym&gt; on SF.net: &lt;a href="http://facsimulation.sourceforge.net/"&gt;Fictional Air Combat&lt;/a&gt;, which is an action flight simulation at an early development stage.&lt;/p&gt;

&lt;p&gt;There are 32 bit Win/Lin &lt;a href="https://sourceforge.net/project/showfiles.php?group_id=238981&amp;package_id=290547"&gt;releases available&lt;/a&gt;, but the Linux release contains source which can be &lt;a href="http://facsimulation.sourceforge.net/manual.html#installation"&gt;easily&lt;/a&gt; recompiled for 64 bit systems. (So did I.)&lt;/p&gt;

&lt;p&gt;I have not yet tried to find out the licenses/authors of 3d graphics and textures (and don't know if I will). It &lt;a href="http://facsimulation.sourceforge.net/about.html#texture%20creation"&gt;seems&lt;/a&gt; however that they are all original. (And I like them.) There is no sound yet.&lt;/p&gt;

&lt;p&gt;&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SaSAUJdCKEI/AAAAAAAAA4s/DDOi6utwarE/s1600-h/texmap.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 200px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SaSAUJdCKEI/AAAAAAAAA4s/DDOi6utwarE/s200/texmap.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5306507344572721218" /&gt;&lt;/a&gt;Height map for FAC&lt;/div&gt;Levels get created from height maps and a texture placement file, which has an own &lt;a href="http://facsimulation.sourceforge.net/about.html#terrain"&gt;graphical editor&lt;/a&gt; for it (though I wasn't able to find the tool).&lt;/p&gt;

&lt;p&gt;Fictional Air Combat reminds me of &lt;a href="http://tnlgame.net/"&gt;Thunder&amp;Lightning&lt;/a&gt;, which was unfortunately updated last time nearly one year ago.&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="500" height="324"&gt;&lt;param name="movie" value="http://www.youtube.com/v/4WDB_dQyV_4&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/4WDB_dQyV_4&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="324"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;a href="http://www.youtube.com/watch?v=4WDB_dQyV_4"&gt;Fictional Air Combat V_0.1.3&lt;/a&gt;&lt;/div&gt;

&lt;p&gt;Watch the video in &lt;a href="http://www.youtube.com/watch?v=4WDB_dQyV_4&amp;fmt=22"&gt;high definition&lt;/a&gt;.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-863473662135228122?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/863473662135228122/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/02/fictional-air-combat-013-re.html#comment-form" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/863473662135228122" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/863473662135228122" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/02/fictional-air-combat-013-re.html" title="Fictional Air Combat 0.1.3" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_aj6f5lJ5nMc/SaSAOuz7PDI/AAAAAAAAA4k/SfiA7434KL4/s72-c/ss_2_v_0_1.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-3619910899659061073</id><published>2009-02-19T21:00:00.000Z</published><updated>2009-02-19T21:14:31.467Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="work" /><title type="text">Game Testing Job for a Free Software Person</title><content type="html">&lt;p&gt;&lt;div class="video"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 200px;" src="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SZ3G6YKoslI/AAAAAAAAA4E/PhgxbhiOijs/s400/wut.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5304614642334085714" /&gt;O_o is how I feel right now&lt;/div&gt;
So I was browsing the FSF homepage because I wanted to dig up some info on their PDF priority project - but never mind that - and then I think "Let's check out them &lt;a href="http://www.fsf.org/resources/jobs/listing"&gt;job listing&lt;/a&gt;!" and I do and then BAM! &lt;span style="font-weight:bold;"&gt;&lt;a href="http://www.fsf.org/resources/jobs/job000084"&gt;Game Test Analysts, (Santa Monica, CA)&lt;/a&gt;&lt;/span&gt;. So I think to myself "Yeah, right! This has a logical explanation to it! &lt;a href="http://en.wikipedia.org/wiki/Game_theory"&gt;Game theory&lt;/a&gt; I bet! So I click it and BAM! O_o! It's a real job offering for beta testing video games and it's posted on the Free Software Foundation's home page!&lt;/p&gt;
&lt;p&gt;So it's probably not a commercial open source game project that this is about, but apparently one will test the game on the GNU/Linux platform and most likely use open source tools for bug reporting.&lt;/p&gt;
&lt;p&gt;Nothing *really* spectacular, the pay is 10 Dollars per hour, but together with World of Goo being released for Linux, I certainly do get the impression that the penguin becomes relevant for selling games faster.&lt;/p&gt;
&lt;p&gt;Sometimes I catch myself trying to figure out whether to support, oppose or ignore this pro-commercial-games-on-Linux development and try to figure out whether it is something good or bad. But then I come to my senses: it's nor good nor bad, it is natural evolution of the gaming market expanding to where money is. The only thing we'll loose is a billion of project that start merely for being able to play a commercial game natively on Linux. ^^ What we do earn is publicity for Linux. A lower transition barrier ("games is the only reason I use windows!"). In the end, a bigger audience (because open source games often are in GNU/Linux distro's repositories.)&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-3619910899659061073?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/3619910899659061073/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/02/game-testing-job-for-free-software.html#comment-form" title="6 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3619910899659061073" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3619910899659061073" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/02/game-testing-job-for-free-software.html" title="Game Testing Job for a Free Software Person" /><author><name>qubodup</name><uri>http://www.blogger.com/profile/15236279179616186860</uri><email>qubodup@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="14814492525816483338" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_aj6f5lJ5nMc/SZ3G6YKoslI/AAAAAAAAA4E/PhgxbhiOijs/s72-c/wut.png" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-3618529376453887316</id><published>2009-02-16T14:30:00.005Z</published><updated>2009-02-16T15:10:49.548Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="vdrift" /><category scheme="http://www.blogger.com/atom/ns#" term="angel-engine" /><category scheme="http://www.blogger.com/atom/ns#" term="oolite" /><category scheme="http://www.blogger.com/atom/ns#" term="metalchaser" /><category scheme="http://www.blogger.com/atom/ns#" term="scorched3d" /><title type="text">Scorhed3d 42 and VDrift Refactor Release</title><content type="html">&lt;p&gt;&lt;a href="http://www.scorched3d.co.uk/"&gt;Scorched 3D&lt;/a&gt; version &lt;a href="http://www.scorched3d.co.uk/phpBB3/viewtopic.php?t=5595"&gt;42 is out&lt;/a&gt; (&lt;a href="http://sourceforge.net/project/shownotes.php?release_id=661264&amp;group_id=85144"&gt;full changelog&lt;/a&gt;).  New features include:&lt;/p&gt;

&lt;div class="screenshot"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hkX3-IrPeJ8/SZl89ZJArmI/AAAAAAAAA3c/AK3yN4NaDkE/s1600-h/scorched3d1.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_hkX3-IrPeJ8/SZl89ZJArmI/AAAAAAAAA3c/AK3yN4NaDkE/s200/scorched3d1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5303407430368013922" /&gt;&lt;/a&gt;
Scorched3D&lt;/div&gt;

&lt;ul&gt;&lt;li&gt;Optimized graphics rendering to take better advantage of hardware&lt;/li&gt;
&lt;li&gt;Scripting language support for weapons and server scripts&lt;/li&gt;
&lt;li&gt;Much larger landscapes supported&lt;/li&gt;
&lt;li&gt;Added multi-lingual support for chatting and player names&lt;/li&gt;
&lt;li&gt;Added localization support for dialogs and messages&lt;/li&gt;
&lt;li&gt;Some gameplay adjustments&lt;/li&gt;
&lt;li&gt;Better LAN/Internet communications for less timeouts&lt;/li&gt;
&lt;li&gt;Some new maps&lt;/li&gt;&lt;/ul&gt;

&lt;p&gt;For those who don't know, it's a 3D artillery game with destructible terrain and sumptuous graphics.  One thing I always think when I look at Scorched3D; why hasn't somebody re-used the engine in a different type of game?  Nice effects, destructible terrain, there's plenty of possibilities there.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://vdrift.net/"&gt;VDrift&lt;/a&gt; has emerged from the other side of a ground up refactor/rewrite with &lt;a href="http://vdrift.net/article.php?story=20090215220541245"&gt;release 2-15-09&lt;/a&gt;.  This is quite good news as projects as big as VDrift rarely survive a rewrite.  Author Joe Venzon describes the highlights of the release:&lt;/p&gt;

&lt;blockquote&gt;I think it's a big improvement over the last release. Although there aren't any new features, there are so many bug fixes, stability enhancements, and performance improvements it's hard to make a complete list. Most of the code has been rewritten, including the car physics. Ackermann steering has been added. The in-game HUD has a new look. Font rendering has been vastly improved. More graphical options are available. The new physics numerical integrator is more stable.&lt;/blockquote&gt;

&lt;p&gt;I think there's also some more cars and improved tracks in this release, although don't quote me on that one.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://oolite.org/"&gt;Oolite&lt;/a&gt; (space rpg game) update; &lt;a href="http://www.aegidian.org/bb/viewtopic.php?t=5591"&gt;1.72.2 was released&lt;/a&gt; a couple of weeks ago.  It's a bugfix for the &lt;a href="http://aegidian.org/bb/viewtopic.php?t=5196"&gt;1.72 test release&lt;/a&gt;.  I couldn't play it as autopackage no longer works on my system with some obscure error and I don't fancy compiling it.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://metalchaser.de/"&gt;MetalChaser&lt;/a&gt; is a 3d mech-inspired shooter.  It's a bit basic, but could grow into something good.  The website isn't very clear about it, but it is open source, &lt;a href="http://code.google.com/p/metalchaser/"&gt;with a Google-code project&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://code.google.com/p/angel-engine/"&gt;Angel Engine&lt;/a&gt;:&lt;/p&gt;

&lt;blockquote&gt;This is Angel, a 2D game prototyping engine based on OpenGL and C++.
&lt;br/&gt;&lt;br/&gt;
Angel was originally made by a group of employees at Electronic Arts Los Angeles for use in a GameJam they were planning for April of 2008. The source was opened in January 2009.&lt;/blockquote&gt;

&lt;p&gt;Curious!&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-3618529376453887316?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/3618529376453887316/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/02/scorhed3d-42-and-vdrift-refactor.html#comment-form" title="5 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3618529376453887316" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/3618529376453887316" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/02/scorhed3d-42-and-vdrift-refactor.html" title="Scorhed3d 42 and VDrift Refactor Release" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hkX3-IrPeJ8/SZl89ZJArmI/AAAAAAAAA3c/AK3yN4NaDkE/s72-c/scorched3d1.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-28735168.post-393647792829856211</id><published>2009-02-11T12:26:00.006Z</published><updated>2009-02-11T13:32:16.345Z</updated><category scheme="http://www.blogger.com/atom/ns#" term="tennix" /><category scheme="http://www.blogger.com/atom/ns#" term="rigsofrods" /><category scheme="http://www.blogger.com/atom/ns#" term="glest" /><category scheme="http://www.blogger.com/atom/ns#" term="simutrans" /><category scheme="http://www.blogger.com/atom/ns#" term="neverball" /><category scheme="http://www.blogger.com/atom/ns#" term="vacuummagic" /><title type="text">Rigs of Rods goes Open Source and Glest 3.2</title><content type="html">&lt;p&gt;&lt;a href="http://www.rigsofrods.com/"&gt;Rigs of Rods&lt;/a&gt; is &lt;a href="http://forum.rigsofrods.com/index.php?topic=17997.msg153692#msg1536"&gt;going open source&lt;/a&gt;.  How cool is that?&lt;/p&gt;

&lt;blockquote&gt;Rigs of Rods (also known as RoR), is a truck, car, airplane and boat simulator. You can drive, fly or sail in total freedom in an open environment. What makes RoR different to most simulators is its unique soft-body physics: vehicles chassis and wheels are simulated in real-time as flexible objects, giving the simulation an extremely accurate behavior, while allowing the vehicles to be simply specified by their structural composition, as a network of interconnected nodes (forming the chassis and the wheels). Crashing into walls or terrain can permanently deform a vehicle in a realistic manner. In addition to its unique soft-body physics, RoR also features an advanced flight model based on blade element theory, allowing the accurate simulation of any airplane, base on their physical dimensions and wing airfoils. It also features an accurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell.&lt;/blockquote&gt;

&lt;p&gt;Thanks to Mantar for the heads up.  Here's a video showing just how cool it looks:&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/TR9jqGv05H4&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/TR9jqGv05H4&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;

&lt;p&gt;Well &lt;a href="http://www.glest.org/"&gt;Glest&lt;/a&gt; 3.2 is out.  Which is interesting given I proclaimed official Glest development dead* and Glest Advanced Engine to be its successor.  It's like I just made it all up.  Only I didn't, there was a thread where the official Glest developers stated that GAE would become official Glest.  The link now goes to an inaccessible page.  However, I'm not the only one who &lt;a href="https://bugs.launchpad.net/ubuntu/+source/glest/+bug/321369"&gt;found it and logged it&lt;/a&gt;.  Sadly Google obviously hadn't, since there's no cache available.&lt;/p&gt;

&lt;p&gt;* FYI "Glest is dead, long live Glest!" is a play on "The King is dead, long live the King!"  I didn't mean it was actually dead.&lt;/p&gt;

&lt;p&gt;So, either the good news is that the main Glest developers have returned, or that the Glest team (new and old) has decided to make things look a little more cohesive, or somebody is playing a practical joke on me and posting grumpy anonymous comments implying that I am inciting trouble.  Either way, it's great to see a new Glest release.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://glest.org/glest_board/index.php?topic=4126.0"&gt;Glest 3.2&lt;/a&gt; brings Lua scripting support, a new tileset, and tutorials as its primary features.  I think more was expected, but given the lack of activity, the developers decided to push out a toned down 3.2 release instead.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://freelords.sourceforge.net/"&gt;Freelords&lt;/a&gt; tech release 0.03 has &lt;a href="http://freelords.sourceforge.net/forum/viewtopic.php?f=10&amp;t=180"&gt;been released&lt;/a&gt;.  Ignore the website, which says 11th Feb 2008, it's a typo.  New graphics and new features, although it is still not quite playable yet.&lt;/p&gt;

&lt;p&gt;Some other releases that piqued my interest: &lt;a href="http://neverball.org/"&gt;Neverball&lt;/a&gt; 1.5.0, Tennix 0.7.0, &lt;a href="http://apocalypse.rulez.org/vacuum"&gt;Vacuum Magic&lt;/a&gt; 0.9.&lt;/p&gt;

&lt;div class="video"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/qCynUB2Pqx4&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/qCynUB2Pqx4&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;

&lt;p&gt;In the article reviewing simulation games, I lamented a lack of documentation for &lt;a href="http://simutrans.sourceforge.net/"&gt;Simutrans&lt;/a&gt;.  I was a bit off, there is plenty.  It's just a bit scattered.  For those who want to try it, I suggest starting with &lt;a href="http://en.wiki.simutrans.com/"&gt;the wiki&lt;/a&gt; and specifically &lt;a href="http://en.wiki.simutrans.com/index.php/Transportation_basics"&gt;this page on transportation basics&lt;/a&gt;.  There are also several errors in the article that stem from me writing it ad hoc and not proof reading properly, but I'm too lazy to correct them.&lt;/p&gt;

&lt;p&gt;In the comments somebody offered to help out with FreeTrain development, the didn't leave any contact details and didn't get in touch.  &lt;b&gt;Still looking for help from C# developers for FreeTrain.  Please leave details or email me - freegamerblog at gmail.&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;There did seem to be a bit of a negative slant from some commentors on the article in general.  There were those lamenting that there is no depth (5 playable games not enough for you?) and those lamenting that Lincity-NG was not enough like Sim City 2k (no-win scenario, if it was a clone there would also be complaints).  Come on guys and gal!  Lighten up a bit!&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/28735168-393647792829856211?l=freegamer.blogspot.com'/&gt;&lt;/div&gt;</content><link rel="replies" type="application/atom+xml" href="http://freegamer.blogspot.com/feeds/393647792829856211/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://freegamer.blogspot.com/2009/02/rigs-of-rods-goes-open-source-and-glest.html#comment-form" title="11 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/393647792829856211" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/28735168/posts/default/393647792829856211" /><link rel="alternate" type="text/html" href="http://freegamer.blogspot.com/2009/02/rigs-of-rods-goes-open-source-and-glest.html" title="Rigs of Rods goes Open Source and Glest 3.2" /><author><name>Charlie</name><uri>http://www.blogger.com/profile/15870347109977095420</uri><email>charles.goodwin@gmail.com</email><gd:extendedProperty xmlns:gd="http://schemas.google.com/g/2005" name="OpenSocialUserId" value="00913544867886859858" /></author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">11</thr:total></entry></feed>
