Nocturnal Hitoshura

This blog have only freeware and opensource games.
A great way to have fun without wasting your precious money.

quarta-feira, 5 de novembro de 2008

Sauerbraten (Open Source)

Sauerbraten (video game)

From Wikipedia, the free encyclopedia

Sauerbraten
The Sauerbraten logo
Developer(s) Lee Salzman, Wouter van Oortmerssen, Mike Dysart, Robert Pointon [1]
Designer(s) Wouter van Oortmerssen
License Zlib License
Version CTF Edition (June 17, 2008)
Platform(s) Cross-platform
Release date(s) May 6, 2004
Genre(s) First-person shooter, Role-playing game
Mode(s) Multiplayer, Singleplayer
Rating(s) ESRB: Not Rated (NR)
Media Download
Input methods Keyboard and Mouse

Sauerbraten (also known as Cube 2 or Sauer, German for sour roast) is a cross-platform, Quake-like, first-person shooter computer game that runs on Microsoft Windows, Linux, FreeBSD and Mac OS X using OpenGL and SDL. The game features single-player and multiplayer game play and contains an in-game level editor, its main feature. The game engine is free and open source software, under the Zlib License,[2] with commercial support available from the developer's own business counterpart, Dot3 Labs.[3]

The game started as a redesign to the original Cube Engine, and its first release was made on May 6, 2004. The latest release, dubbed the "CTF Edition", debuted on June 17, 2008.

Contents


Technical details

Screenshot of the map "thor"

Sauerbraten shares most of its design goals and philosophy with its predecessor, but using a new 6-directional heightfield (or octree) world model. This allows much more complex level geometry and easier editing. The aim of this project is not necessarily to produce the most features and eye candy possible, but rather to allow map/geometry editing to be done in realtime within the game environment, while keeping the source code small and elegant.

Realtime editing

An example of cube subdivision

Each cube-shaped node in the octree represents a renderable volume, simply referred to as a cube, where each edge of this cube can be lengthened or shortened to deform the cube into a variety of other shapes. The "what you see is what you get" realtime editing has enabled designers to add a lot of detail to maps, while reducing the time spent on actual creation. This is in contrast to traditional modern polygon soup 3D engines which take a model generated as an essentially random batch of triangles from an external modelling program and attempt to spatially subdivide the model's triangles after the fact by splitting them to fit into tree structures, such as a BSP tree or even an octree, that require costly pre-processing to build. Cube 2's novelty thus lies in that the world representation is the octree itself, from which efficient triangle batches are generated for the graphics processing unit to render, without need for expensive and time consuming pre-processing.

Rendering engine

Screenshot of the default map in the RPG component, Eisenstern

Cube 2's rendering engine is designed around modern graphics processing units, which perform best with huge batches of geometry already stored in video memory. Lighting is precomputed into lightmaps for efficient batching, with an additional stored directional component, that allows for efficient shader-based lighting effects. The original Cube's rendering engine assumed that overdraw (where polygons that do not appear in the final scene are occluded via the z-buffer) was more expensive than sending new streams of triangles to the graphics processing every frame, which vastly limited its performance on more modern hardware where memory bandwidth is a greater limiting factor. The latest release (CTF edition) supports a precomputed visibility system (PVS) for graphics cards that do not support hardware occlusion.

Gameplay

Screenshot of "k_rpg1", a super scalar map

The game currently has singleplayer and multiplayer modes. Multiplayer functionality is possible with LAN, Local, and Internet play, which gets its server listings from a master server. Online offers deathmatch, last man standing,"Capture" (where teams vie over control of points on the map), Quake-style Capture the Flag, also instagib versions of some of the game modes (Instagib, Insta-clan-arena, insta-capture) as well as online cooperative map editing, which is one of Sauerbraten's most interesting and popular features. There are also single player modes featuring both episodic gameplay and also deathmatch on multiplayer maps with AI bots instead of human opponents over the internet.

Media coverage

The game has been shown in a Burger King television commercial.[4] It also received four out of five stars in a MacWorld UK review.[5] In addition, the game was mentioned in Issue 3 of Games for Windows: The Official Magazine (as well as their 101 Free Games Article), where it was described as being "perfect for both stingy and creative gamers alike".[6]

The CTF edition was reviewed positively by Phoronix, a Linux-focused hardware and software review website,[7] as well as Linux.com,[8] a website providing news related to free and open source software.

See also

References

  1. ^ Sauerbraten Team (2008). "Sauerbraten Credits/Authors". Sauerbraten. Retrieved on June 12, 2008.
  2. ^ Sauerbraten Team (2008). "Sauerbraten License". Sauerbraten. Retrieved on June 12, 2008.
  3. ^ Dot3 Labs (2008). "Dot3 Labs - Sauerbraten Technology". Dot3 Labs. Retrieved on June 12, 2008.
  4. ^ Wouter van Oortmerssen (2006). "Sauerbraten in Burger King TV commercial!!". Cube Engine Games. Retrieved on February 22, 2007.
  5. ^ Hodge, Karl (2007-06-29). "Cube 2: Sauerbraten Review". MacWorld UK. Retrieved on 2007-07-17.
  6. ^ Games for Windows: The Official Magazine: page 58, February 2007
  7. ^ Larabel, Michael (2008-06-21). "Sauerbraten CTF Edition". Retrieved on 2008-06-22.
  8. ^ Sharma, Mayank (2008-08-26). "Frag 'em in your own backyard with Sauerbraten". Retrieved on 2008-08-28.

External links

Scorched 3D (Open Source)

Scorched 3D

From Wikipedia, the free encyclopedia

Scorched 3D icon
Scorched 3D

Developer(s) Gavin Camp
License GNU General Public License (GPL)
Platform(s) Microsoft Windows, Mac OS X, Linux, Unix
Release date(s) 2001-04-29[1]
Latest release 41.3 (stable)[2] / 2008-01-20
Genre(s) Artillery game
Mode(s) Single player, Multiplayer
Media Downloadable
System requirements 500 MHz processor, 128 MB RAM ("fastest" settings)
Input methods Keyboard and Mouse
Version 1 of Scorched 3D primarily as a terrain generator

Scorched 3D is a turn-based artillery game modeled after the classic DOS game Scorched Earth "The Mother Of All Games". Unlike Scorched Earth however, it is available for free in its entirety. Also, Scorched 3D adds, amongst other new features, a 3D island environment and LAN and internet play. Scorched 3D is a open source game for both Microsoft Windows and Unix-like (Linux, FreeBSD, Mac OS X, Solaris, etc.) operating systems.

The first build was created in April 2001 by lead developer Gavin Camp. The idea for the creation of Scorched 3D was revealed in an interview with Gavin on The O'Reilly Network:

Scorched Earth was an institution for me and my friends at university. On many nights we used to play the game while drinking — although it is pretty good even without the drink. Recently on a boring flight I played it with friends for eight hours straight; we hardly noticed the time passing. I thought that Scorched in 3D would allow many more game concepts, and [it] also combined my love of 3D graphics with the classic game.[3]

Scorched 3D originally started as a 3D landscape generator. It was eventually converted into a game, early on, and development continues to this very day with the project being hosted by SourceForge.net. The current stable version is v41.3 which fixes some performance issues in version 41, and balances some weapons effects. Version 41 brought many improvements to the game such as real time shadows and improved water effects.

Contents


Gameplay

Gameplay is quite simple, yet requires skill to master. Players are placed randomly on a 3D map, and take turns aiming at an opponent's "tank", by adjusting angle, rotation and power and firing a weapon of choice until he is able to hit/kill his target. The core objective of the game is to kill all of his opponents in this fashion. Another element of gameplay includes an economy system, where cash is generally earned by kills and hits. The player can then use this cash to buy special weapons, defenses or fuel. Each weapon and defense, and each fuel type, has different attributes.

The weapons include nukes, which have a large blast radius. Rollers will roll down inclines until they hit a target. Lasers can fire through mountains and hit targets directly. Funky Bombs land much like regular missiles but then launch bomblets toward nearby enemies. MIRVs spread in the air, sending small bombs down on your enemy. Napalm can be used to incinerate targets. The most powerful weapon is the Strangelove. Once in the air, the weapon spreads much like a MIRV; however, unlike the MIRV, it spreads out nukes which in turn spread into many smaller nukes, causing very widespread damage. Often the entire map is annihilated, including the shooter.

Defenses are as important as the weapons. Batteries allow a player to repair damage. Shields protect a player from taking damage from most weapons. Magnetic shields and Force Shields repel or reflect an enemy's shots. Parachutes prevent damage from falling (when dirt is blasted out from under a tank). Auto Defense will allow a player to power up some of his/her items (mainly shields) before the start of a round.

Fuel allows a player to move his tank, either to avoid shots from an enemy who has zeroed in on his present location, or to gain a more advantageous firing position.

Scoring and Stats

There is a system that the game has that allows players to gain stats/medals that are displayed in the scorched3d.co.uk forums. These stats appear only if the players are registered users at the forums and have willingly given their Player ID through their User Control Panel. These scores are based on skill, the higher the number, the less skilled, or less active a player is. Usually, numbers should fluctuate, even for expert players. It is suspected that players with very high stats that remain high might be cheating by using external tools such as: custom-made aim-bots, rulers and strings, or calculators, which are technically not effective. The stats give players chance for more competition and indefinitely require skill to be kept high.

Medals are gained through winning tournaments and defeating as many opponents as possible without getting killed. These medals represent skill and dedication to the game. Note that there are only a few servers in which you can gain stats, and those are "Home of mod servers" or "Official Servers"

See also

References

External links

Wikimedia Commons has media related to:

Secret Maryo Chronicles (Open Source)

Secret Maryo Chronicles

From Wikipedia, the free encyclopedia

Secret Maryo Chronicles

Secret Maryo Chronicles 1.5
Developer(s) SMC Development Team
Platform(s) Microsoft Windows, Linux, Mac OS
Release date(s) 23 January, 2003
Latest release 1.6 / 27 September, 2008
Genre(s) Platform game
Mode(s) Single player
Rating(s) N/A

Secret Maryo Chronicles is a free, open source style 2D jump and run game, inspired by the Nintendo Super Mario series. It is actively being developed and maintained by the Secret Maryo Chronicles development team, lead by Florian Richter ("FluXy").

The game, a SourceForge project, began in January, 2003 as a Super Mario Bros. clone, with differentiating features continually added since. Secret Maryo Chronicles is presently an OpenGL-based game with scalable graphics, an original soundtrack, and a built in game editor. It has been released under the GNU Public License v3.

Secret Maryo Chronicles was listed as the #1 Open Source Game by APC Magazine[1], and has been featured and reviewed on other websites and magazines.[2][3]

External links

References

  1. ^ APC Magazine: Top 5 Best (Free) Open Source Games, 21 January, 2008.
  2. ^ WHDb Top 25 Linux Games for 2008
  3. ^ Grand Theft Auto 4 Website's Top 20 Free Games of 2007

Simutrans (Open Source)

Simutrans

From Wikipedia, the free encyclopedia


Simutrans
Design by Hansjörg Malthaner (initial, left in 2004)
Developed by Markus Pristovsek "Prissi" (current head of development)
Simutrans Development Team
Initial release 6 March 1999
Latest release 0.100.0 / 28 June 2008
Preview release 0.100.1
OS Multi-platform
Platform Cross-platform
Available in Multilingual
Development status Active
Type Business simulation
License Artistic License
Website Simutrans Official Website

Simutrans is a cross-platform simulation game which players has to run a successful transport system by transporting goods and passengers between places. Simutrans was originally written by Hansjörg Malthaner but it is now maintained and developed by a small team which releases bug fixes, changes or new features for the game[1].

Simutrans is available for free for Microsoft Windows, Linux, BeOS and recently Intel Mac OS X under the Artistic License which was adopted in 2007. Prior to that, Simutrans was a closed source game and developed internally.[2] Simutrans also releases nightly for the program and its main PAKs.[3]

Currently the stable of Simutrans is version 100.0.

Contents


Overview and features

The main goal of Simutrans is to provide an efficient transport system for passengers and goods to be transported to their desired destination fast and with minimal transfers, at the same time making the company grow and avoid bankruptcy.

Simutrans has a number of factory chains that are interconnected with other chains such as the coal mine which will produced coal for the Cement chain, the Steel mill, and the coal power station. Supplying a factory with electric power will increase the production and allows for fine tuning the economy.

The Simutrans executable can run many different so-called PAK-sets. These PAKs determine the objects in the game, their appearance, and can modify payments and even the main menu. Gaming experience is therefore very dependent on the PAK-set.

Simutrans currently features 6 AI players, but unlike OpenTTD has no online capabilities. The terrain in Simutrans is freely-modifiable. It has a day and night cycle, different climates and seasons. In Simutrans, nearly all modes of transportation exist. At least buses/trucks, trains, and ships are always provided. If defined in the PAK-set aircrafts, monorails, or maglevs can be used too.

Simutrans is multilingual and is compiled for Windows, Linux, BeOS and Mac OS X which make use of several graphics libraries such as GDI (Windows only), SDL (all versions) or Allegro (BeOS only). It is portable to any architecture using GCC and one of the aforementioned libraries.

PAK

The Simutrans executable must load a PAK-set which is contains the game's objects. Over the years several PAK-sets have bee created, an overview is given on the sourceforge page [4].

Simutrans can be easily expanded and modified. Simple modification can be done via editing the personal config file. Since the objects in the game just consist of a simple image and a short description file, it is very easy to create a house or add a train. Thus many contributed objects for all graphic sizes exist. The user can also add height maps, citylists which add city names into the game. Via the config file even deep modifications of the game mechanics are possible, like no stockpiling at factories.

See also

References

  1. ^ History of development
  2. ^ Simutrans's Artistic License, SourceForge
  3. ^ Simutrans Nightly
  4. ^ United Faces of Simutrans

External links

Slash'EM (Open Source)

Slash'EM

From Wikipedia, the free encyclopedia


Slash'EM

A flame mage attempts to attack a baby red dragon.
Developed by The Slash'EM development team
Latest release 0.0.7E7F3 / December 30, 2006
OS Cross-platform
Type Roguelike
License MIT License
NetHack General Public License
Website www.slashem.org

Slash'EM (Super Lotsa Added Stuff Hack - Extended Magic) is a variant of the roguelike game NetHack that offers extra features, monsters, and items. Several of its novel features, such as the Monk class, "conducts" (voluntary challenges), and the Sokoban levels, have been reincorporated into NetHack.

The main dungeon in Slash'EM is much larger than in NetHack, introducing special levels such as the Sunless Sea, where a magic lamp lies, and the Guild of Disgruntled Adventurers, populated by "player monsters" (archaeologists, barbarians, and the like).

Compared to NetHack, Gehennom comprises fewer levels, though it contains a special level for each demon lord and prince, including those who only appear when summoned in NetHack. These alterations serve to reduce player tedium that results from trekking through repetitive maze levels.

Compatible graphical interfaces

External links

Solarwolf (Open Source)

Solarwolf

From Wikipedia, the free encyclopedia

Splash screen from SolarWolf.
Splash screen from SolarWolf.
SolarWolf in full screen mode.
SolarWolf in full screen mode.

SolarWolf is an updated clone of the 1983 action/arcade game Solar Fox for the Atari 2600 produced by CBS Electronics[1] which was itself adapted from the 1981 arcade game of the same name.[2]

SolarWolf is free and open source software, licensed under the GNU Lesser General Public License, version 2.1 and uses the cross-platform Pygame game development library. The official site maintains binary packages for Windows, Mac OS X, Linux and BeOS. The source code may also easily be compiled for UNIX variants such as BSD, Solaris and IRIX. It is included in the official repositories of several Linux distributions, including Debian [1], ubuntu [2] and Fedora [3].

Gameplay

SolarWolf has been described by GameSpy as a "strange hybrid of games. It's part Pac-Man, part Q-Bert, and part Dodgeball."[who?]

The object of the game is to pilot your ship with the arrow keys across a rectangular play area to collect all of the cubes in the level. However, while doing this, four enemy fighters (one of each side of the screen), will launch fireball-like rockets at you; if hit, you will lose a ship. If all your ships are lost, you will lose the game. Each level has a timer on the right side; should the player complete the level before the timer runs out, they can skip the next level entirely.

As the game goes on, more challenges emerge. The enemies fire more rapidly, obstacles such as asteroids and spike mines appear (colliding with either costs the player a ship), as well as the introduction of yellow blocks (which require two passes to collect) and red blocks (requiring three passes). Later in the game, a hidden spike mine may emerge from any yellow or red block.

During the game there are several power-ups that the player may collect, including:

  • an increase in the skip level timer
  • an immediately evaporation of all enemy fireballs from the screen
  • destruction of one of the four enemy ships
  • a temporary shield (which only protects the ship from fireballs)
  • a temporary slow-animation power-up (which reduces the speed of objects).
  • an extra life

If the player loses the game, they can later continue it from a saved file menu.

According to the author's website, his own personal best score is "in the 40's." The best reported score on the same website is 15 ships and 26 skips. Scores as low as 13 ships with 25 skips have been reported on various websites.

References

  1. ^ Solar Fox for Atari 2600 - MobyGames
  2. ^ Solar Fox@Everything2.com

External links

Sopwith (Open Source)

Sopwith (computer game)

From Wikipedia, the free encyclopedia

Screenshot from Sopwith 2 at the start of a single-player game
Screenshot from Sopwith 2 at the start of a single-player game

Sopwith is a sidescrolling shoot 'em up created by David L. Clark of BMB Compuscience in 1984. It was originally written to run on the IBM PC under DOS but there was also a port made near the time of its creation for the Atari 520ST. More recent versions have been ported to even more systems. The game involves piloting a Sopwith biplane, attempting to bomb enemy buildings while avoiding fire from enemy planes and various other obstacles.

Sopwith was created to demonstrate the "Imaginet" proprietary networking system developed by BMB Compuscience.[1] David L. Clark, employed as a programmer at BMB, developed Sopwith as a multiplayer game. The multiplayer function will not operate without the Imaginet hardware and drivers. However, single player functionality was also included, with the player flying alone or against computer-controlled planes. Because of this, the game was widely distributed, even though the Imaginet system itself was not hugely successful.

All versions of Sopwith feature four-color CGA graphics. Sound is provided by the PC speaker in the form of music and sound effects.

The C and x86 assembly source code to Sopwith was released in 2000,[2] at first under a non-commercial use license, but later under the GNU GPL at the request of fans.[3]

Contents


Gameplay

The player begins at their base (typically a hangar and a runway). From here, they must launch their plane and attack targets. This stage can be a hindrance to inexperienced players, as sufficient speed is needed to get the plane into the air. Insufficient speed will cause the plane to stall and crash.

The plane is equipped with a machine gun and a supply of bombs. This weaponry can be used to destroy enemy buildings and shoot down enemy planes. Gauges in the status bar at the bottom of the screen show the remaining lives, fuel, bombs and bullets, respectively.

In Sopwith 2, obstacles exist in the form of Oxen and birds. The oxen simply stand on the ground; if the player crashes into one, they lose 200 points and their plane crashes. The birds provide a more challenging obstacle. Flocks of birds move along the top of the screen. If shot at or flown into, the flock will disperse into individual birds. Flying into a bird causes the plane to crash.

If the player manages to destroy all enemy buildings, the plane turns and flies into the sunset. In Sopwith 1, the game ends. In later versions, the game advances to the next level. Successive levels increase in speed; also, in the second level upwards, buildings shoot back at the player's plane.

The Ox was included as an in-joke and refers to an employee at BMB named "Ox" (aka David Growden) .[4]

Versions

Sopwith 1

The original Sopwith game was released in 1984 and is referred to as "Sopwith 1" by fans. This version had a game clock that was tied to the speed of the hardware: because of this, on later PC hardware, it would run faster than originally intended.

Sopwith 2

A new version was released in 1986 and is referred to as "Sopwith 2" by fans. This fixed the game clock problem of the older version. It also added a number of features:

  • Oxen and birds as obstacles to the player
  • Advancing levels of difficulty; Sopwith 1 would quit after completing the level.
  • Improved computer AI
  • The ability to play two player multiplayer games over a serial line (though this is apparently problematic).

Sopwith 2 features the graphical difference of using a line to draw the ground (Sopwith 1 drew the ground as a solid block). This was possibly changed for performance reasons.

Sopwith: The Author's edition

Sopwith: The Author's edition (a.k.a. Sopwith: The network edition) was released in 2000 at the same time as the source code. This contained further features over Sopwith 2:

  • Improved AI
  • Wounded planes
  • Heat-seeking missiles and flares
  • Heads-up "splats". When hit by enemy fire, bullet marks would appear on the screen, for example.

Two versions of this exist: one displays "The author's edition" on the title screen, and one displays "the network edition". However, the two versions are equivalent in functionality.

SDL Sopwith

SDL Sopwith is a 100% C port/rewrite of Sopwith 2: The Author's Edition written in 2001 by Simon Howard which utilizes the Simple DirectMedia Layer library to interface with graphics and sound hardware, all while preserving the CGA graphics of the original game. With the source code of this version (which is freely available), SDL Sopwith can be theoretically compiled for any system which has an SDL library available for it, including non-x86 systems.

Trivia

  • The title song featured in the game is "The U.S. Air Force", a.k.a. "Off We Go (Into The Wild Blue Yonder)", the US Air Force theme. Although aviation-related, the song itself is an anachronism, firstly because the Sopwith biplanes were used by the British Royal Air Force, never by the United States Air Force, and secondly because the song itself was composed in 1939, while Sopwiths were never produced past 1919.

See also

References

  1. ^ "Sopwith FAQ". Retrieved on 2006-12-01.
  2. ^ Clark, Dave (2000-10-29). "Sopwith Code Support". Retrieved on 2006-12-01.
  3. ^ Clark, Dave. "Sopwith – Source Code". Dave Clark's Home Page. Retrieved on 2006-12-01.
  4. ^ MacLean, Andrew (1993-10-14). "Sopwith Documentatio(6/6)". comp.sys.ibm.pc.games.action. (Web link). Retrieved on 2006-12-01.

External links