Showing posts with label interview. Show all posts
Showing posts with label interview. Show all posts

Tuesday, June 5, 2012

0 A.D. Audio interview and special effects

The premier FOSS RTS 0 A.D. has recently won (by an incredible small margin) the Sourceforge.net project of the month vote and now they have done a cool audio interview:
Rich: Do you have much interaction or collaboration with any of the other Open Source gaming communities?
Aviv: We’re kind of in the middle between the Indie game world and the Open Source software world. We don’t quite belong to either culture entirely. We certainly invite more projects to reach out. Perhaps we can find new ways to collaborate. We do believe that a large part of the code that we developed can be used for other projects. But at the moment we’re more focused on developing 0 A.D. to completion, and writing a lot of code and implementing a lot of features that are specific to 0 A.D., than implementing general solutions for all sorts of games.
Click here for the transkript of the full interview, but if you are to lazy to read you can also listen to it on that page in the original voices of the developers.

Besides this, they have recently implemented a lot of cool new graphical effects (I guess you could call it JUICE ;) ):

Distance fog and other new effects
For more nice screenshots of these effects, have a look at this post on their forums.

Tuesday, February 28, 2012

Frozen Bubble 10th Anniversary


Frozen Bubble for Android


2012 February the 6th was the 10th birthday of Frozen Bubble's first release. The development was started in november 2001 by "ayo", amaury and Guillaume Cottenceau, members of the MandrakeSoft team (Mandriva nowadays).

Frozen Bubble is a beautiful game inspired by Puzzle Bobble (published by Taito in 1994 , also called Bust-a-Move). The game has nice graphics and music (from matths alias Matthias).

Frozen Bubble level editor for Android

Development has stopped in 2008, but Frozen Bubble and its ports still enjoy high popularity, especially on the Linux and Android platforms. A Java port also exists. Only the first version is available for Windows.

A French language interview with the makers was recently published on linuxfr.org.

Saturday, February 25, 2012

Stunt Rally Podcast

(video) podcast FLOSS Weekly #202

A (video) podcast show called FLOSS Weekly interviewed Crystal Hammer of Stunt Rally about the project in their issue #202.

I only recently discovered the vast spaces of open source and Linux podcasts. If you know of open source games podcasts, please let us know in the comments! :)

Sunday, February 19, 2012

Developer interview: SuperTuxKart team.

Hi folks,

My name is Artem (KroArtem in IRC) and I wanted to post an article here almost for a year. Nowadays I have an opportunity to do this. Let me introduce myself: I'm studying at St.Petersburg State University, Faculty of Applied Mathematics and Control Processes, trying to become a programmer and a mathematician :) In my spare time I like to test some linux games, report bugs, give feedback, translate them and so on. Actually this is the way I've met SuperTuxKart developers. Today I want to obtain an interview from them.

Firstly, let me remind you what SuperTuxKart is. SuperTuxKart is a kart racing game that features free software mascots, has a cartoony style, includes different game modes and supports multiplayer (split-screen). You can visit STK's site and receive some more information about the game.

SuperTuxKart's new track, Blackhill Mansion

Secondly, I want to name our beloved developers and contributors: Joerg «hiker» Henrichs, Marianne «Auria» Gagnon, Magne «Arthur_D» Djupvik and Jean-Manuel Clemençon aka «samuncle». Please note that there are some more contributors but unfortunately I didn't manage to contact them. I think 4 people would be enough for the interview, though :)

I've prepared some questions and sent them via emails and here are the results:

FG: Please say some words about yourself/your job.

Arthur: My name is Magne, and I am an avid fan of SuperTuxKart. I'm interested in computers, music, animated cartoons and of course games.

Auria: My name is Marianne, I work mostly as a developer for SuperTuxKart. I am going to complete my computer science studies at university in the coming months.

Hiker: I've studied computer science in Germany, and am now working as a consultant for the Australian Bureau of Meteorology. I help them using their supercomputer for their operational and research numerical weather and climate predictions.

Samuncle: I like drawing and hiking. On the professional side, I am currently studying telecommunications to become technician.


FG: Explain in a few words how and when did you join STK's team?

Arthur: Well, I had been playing the game's predecessor TuxKart as one of the few 3D games my computer could handle back in the day in Linux. Later my brother said a fork of the project had appeared in the repositories, so I went on to install STK 0.3. I was impressed by the changes, and decided I would try to follow the project's mailing list. Of course, I couldn't manage to keep quiet, so I engaged in discussion and asked questions, and got always nice, friendly answers back, which made me want to stay with the project and get involved where I could.

Auria: I liked kart games like Mario Kart. So many years ago I downloaded STK - version 0.3 I think. However this old version had major issues; so I decided I might as well do small improvements, like replace the then cylindrical lighthouse with something better, etc. And a few years later here I am, core developer :)

Hiker: I discovered TuxKart as part of a suse Linux installation, and soon found that a 'Game of the Month' had started intending to improve TuxKart. That project had basically been abandoned (due to some disagreements between the original developer and the GotM-team). A fork was created to save their work, but the project was dead. I basically picked up the project from there, fixed the bugs and performance issues, and did a first playable release of STK. Then I was hooked on ;)

Samuncle: Initially, I wanted to propose ideas that could help improve the graphics. I liked STK but I thought we could do better visually.


FG: Say what role do you have in the project? (Leader, package maintainer, etc)

Arthur: I mostly test and give feedback on the project, report bugs, write updates on our blog, and make some trivial changes now and then, mostly graphics related.

Auria: I am a core developer to the game itself, and occasionally work on 3D modelling. I am second only to our benevolent dictator Joerg :)

Hiker: I am one of the two project leaders.

Samuncle: I work on the graphics of the tracks. I build new tracks from start to end, or I improve existing tracks. I use mainly blender for the 3D, gimp for textures and mypaint for drawing.


FG: Why do you work on this project?

Arthur: Because I like the game, and because it's a very unique project in the world of Free software. It's an arcade racing game with only mild cartoon violence, and it has a very distinctive gameplay. Most other Free racing games are more realistic and doesn't have a cartoonish theme. Also because the developers are very nice people, and the community as a whole is good to be in.

Auria: I like kart games, I like programming, I like the STK team.

Hiker: Originally my main motivation was to give something back to the open source community by fixing the performance problems STK had after the GotM project. But then I got interested in the game, and still have some ideas I might want to implement once I have an engine with all features I need. Additionally I hope that STK might serve as a teaching tool as well, it would be easy for schools to pick up and perhaps use STK in their lessons.

Incidentally, the fact that it is like Mario Kart was never a point for working on STK - I had never played any kart game till two years after I started working on STK (and people kept on telling me: "It's like MK", so after a while I decided to have a look).

It also keeps me entertained on my way to work, since I mostly work on the train on my way to work :)

Samuncle: Because I would like supertuxkart to have nicer-looking graphics. Along the way, I also use this as an opportunity to learn blender and another tools. It's also fun to play a game you contribute to.


FG: Are you satisfied with existing development? Do you think STK needs more contributors/testers/artists?

Arthur: I am satisfied with the direction of the game, I only wish things would happen faster! But for that to happen, we need more people to help contribute. So if you have something you think would add to the game, please come forward with your skills, or just your ideas (though we get millions of those, and usually fall short on man/woman-power). Programmers and 3D artists are especially welcome, but as said everyone can get involved as much as they want to. And we're all a friendly bunch, so getting involved isn't hard. :)

Auria: We could certainly use with a few more developers and artists :) the networking feature, for instance, is often requested and help would be welcome in making it come

Hiker:r: Well, the team could certainly be bigger, with atm two code developers and about two regularly contributing artists many things take much longer than necessary, or need to be postponed till later.
But the team itself works quite well together, so I am quite happy about this.

Samuncle: I think a network mode is what STK lacks most, so if someone could work on this it could help get things moving forward.


FG: How do you see STK in the future?

Arthur: I see it as an even greater game, with more fun, more polish and a larger community, and also an online multiplayer community. In short, I think it can only get better from here. :)

Auria: As any open source project, it's very hard to see the future. Let me just say that I would like STK to grow with a solid set of nice-looking tracks, improved AI and better single player mode as well as multiplayer.

Hiker: By switching to a more modern graphics engine we have opened the way for much better looking tracks, and slowly we are replacing older tracks with newer ones. Support for networking will certainly give STK more appeal to a wider audience. By then I hope to find some time to implement more game modes to make STK a more unique and interesting game, and less of a 'copy' of other kart games.

Samuncle: Hmm, I don't really know ^^ I would like it to be more cohesive (not less fun though), that there is more unity (between tracks, most notably). I would not be against reducing the number of tracks to improve their quality (because maintaining a world takes time)


FG: What do you think is important, what do you like / don't like in stk's development/community/etc.

Arthur: The important thing is to have fun, and stay cool. We are blessed with very stable project leaders, who have been pushing the game forward for many years. So even though I'd sometimes wish development would be faster, it's important that people do things in a tempo they are comfortable with, and don't burn out. Also, there are more important things in life than STK, but I do say it has made mine a little richer. So if you like the game, feel free to register at our forums, join the mailing list and IRC and take part in the discussions. :)

Auria: It's important and very welcome to get help with testing, especially when betas or release candidates and released; translations are also very important. The less fun aspect is managing everyone's expectations, people have many ideas of what they would like us to code for STK but it would take 10 of us to do it all :)

Hiker: In contrast to commercial game design we have only limited influence on the 'style' of tracks, since especially the kart and track design is done by various artists, mostly following their own taste. We nevertheless try to maintain the vision where we want STK to be at. With the addon-server we luckily have now the option to publish karts and tracks that might not fit in the main game for everyone to download. It of course means that Auria and myself sometimes have to be the (hopefully) benevolent dictators, but I think that is very important in order to keep STK on track.

The most disappointing point is that we often get people interested in helping to develop STK, but they then disappear leaving a less than half finished mess of code behind. I guess many people overestimate their available time, or underestimate the complexity of STK.


Finally I want to say that we're waiting some new and interesting additions, like Overworld, a big track from where the player will start his journey, or... but hey, feel free to follow SuperTuxKart updates via forum, blog or mailing lists! :)

Wednesday, February 15, 2012

Morrowind Open Source Projects: Who They Are, What They Do And What They Will Become

Hey Freegamers, 

My name is Antoine and I’ve been a devotee of this site and the Linux Game Tome for years. Now I have the priviledge to contribute back an article. Thank you qubodup for helping me out with this article. I love open source games, but I have a particular soft spot for those that allow creativity and collaboration from their users. Imagine if there existed an open source, and therefore completely editable, game engine with as much content as Morrowind’s fans have created available for it? As many of you are aware, there are currently fan projects working to extend the life, reach, and functionality of The Elder Scrolls III: Morrowind far beyond what’s possible using Bethesda’s Construction Set modding tools.


Can you guess which screen is rendered by what engine? :)

About Morrowind: Morrowind is an enormous proprietary game loved by fans for its atmospheric and immersive world filled with bizarre giant mushrooms, homes built into giant vines, and barren wastelands. However, it was plagued by software bugs, had many elements that were half-baked in their execution, and its game engine took poor advantage of GPUs. Some of these problems fans were able to address with unofficial patches and mods, but others could not be solved without changing the actual game engine.

When I found an open source reimplentation of the Morrowind engine I had to become involved. I’m very new to the group, but I’m helping out the PR team. However, just days after finding OpenMW, I discovered two more such projects existed, with rumors of a fourth. Mark Siewert of The Crystal Scrolls (and soon OpenMW), said the multitude of projects are a testament to the interest people still have in this game’s strange world. Indeed, look at the massive undertakings of fan projects like Tamriel Rebuilt, MGE XE, MGSO, or type in on YouTube “Morrowind 2011” or “Morrwind 2012” and you’ll get a sense for the countless hours fans continue dedicating to improve Morrowind a decade after its release.

I spoke with the developers of the different engines about their projects to get an idea of what their development status is, what their goals are, and how they’re accomplishing them. A quick disclaimer; you need a legal copy of Morrowind to use any of these engines for playing Morrowind. You can get one from steam (it goes on sale every couple of months) or by purchasing one on ebay.

OpenMW began in 2008 by Nicolay Korslund, it uses ogre3d, bullet physics, OpenAL, OIS, NifLib, and MYGUI. Nicolay stepped down as project lead last year and was replaced by the developer Marc “Zini” Zinnschlag and is joined by many great developers.

Project Aedra, was started by Tom Lopes in 2009. It employs NifLib, Bullet Collision, Quake 3 Arena for "pmove" character controller code, and the FastLZ library.

The Crystal scrolls was started by Mark Siewert in 2007 and it employs the Crystal Space 3d engine.

So what do these projects have in common? Well, they are licensed under some form of the GNU GPL license, written in C++, and aim to have all the features of original Morrowind, including compatibility with all official and unofficial expansions and plug-ins (and those based on external programs such as the Script Extender). Their individual goals are listed below. 


Additional Goals:

OpenMW
Project Aedra
The Crystal Scrolls
  • Allow greater modification: change game rules, create new spell effects, etc through scripting.
  • Fix system design bugs, like the "dirty" GMST entries in mods, and the save game "doubling" problem
Post 1.0:
  • Improve the interface and journal system
  • (possibly) improve game mechanics, physics, combat and AI
  • (possibly) support multiplayer
  • (possibly) improve graphics to use more modern hardware
  • Be blindingly fast
  • Multi-thread support
  • Multiplayer support
  • Modern graphics engine
  • Upgraded physics engine
  • Upgraded AI
  • Fix bugs in Morrowind (mostly related to data merging)
  • Add many functions of FPS Optimizer including a fix for the world map
  • Support for multiple .ini files, with each capable of overwriting some of the default settings.
Post 1.0:
  • Support for external tools that modify the Morrowind.exe like Morrowind Script Extender
  • Multiple world spaces like in Oblivion (would reduce mod compatibility issues)


Features:


OpenMWProject AedraThe Crystal Scrolls
WindowsDoneDoneDone
Mac OS XDone--
GNU/LinuxDoneWine-
Game launcherDone-Planning
ConsoleNearlyNearly-
HUDEarlyPartial-
Render InteriorDoneNearly-
Render ExteriorPartial*NearlyDone
Sky RenderingEarlyDonePartial
Day/Night CycleDoneNearlyPartial
NPC RenderingNearlyPartialDone
NPC AnimationsNearly-Nearly
NPC Dialogue Nearly**--
Sound effectsPartialDone-
MusicDoneDone-
Object CollisionPartialDone-
Object interactionNearlyNearly-
Water LayerNearly**NearlyPartial
ScriptingNearlyPartial-
Multiplayer-Early-
Plugin Merging--Planning
Graphical Replacer SupportDoneDone-
Multithread Stream Loading-Partial-
Hardware Animations (Shaders)PlanningPartialNearly
Load DoorsDoneDone-
Render Particle Effects-Planning-
Read Scrolls and Books-Done-
Menus -Partial-
Ground Blends-Early-
Distant Land-Partial-
JournalPartial--
Nearly** = Code is in the repository, but not in the latest release.
Partial* = Code is in repository, but likely to not be activated in a release for quite some time.
- = No code or planning done yet, or possibly not intending to include.

When is your next release?

OpenMW: No exact date, but we are on the verge of our big 0.12.0 release.

Project Aedra: One was just released. The latest download is r163.

Crystal Scrolls: After recently returning from an unexpected and prolonged hiatus, I released a new snapshot two weekends ago.


What’s next?

OpenMW: Work on version 0.13.0 has already begun.

Project Aedra: Everything (in no particular order); scripting, multiplayer, key binding, animated textures, GUI, conformance (tweaking every little thing to be the same as in Morrowind), ground blends, bug fixing, animated skins, distant Land, 3D SFX, and shaders.

Crystal Scrolls: I am going to join forces with the OpenMW team and help them in getting their own project out of the door. While I will still continue developing this project, I also want to see one of the many Open Source Morrowind projects completed. And from my point of view, OpenMW is likely to reach maturity first. I am planning to do more work on things that do not depend on the renderers, so this should be of use to OpenMW as well.
Concerning Crystal Scrolls 0.3:
  • Plugin/Mod support. Possibly with a launcher which lets you disable/enable plug-ins 
  • Support for original save games (it's no that different from plug-ins). 
  • Object interaction. This will enable many additional features, such as picking up objects, entering internal cells, and more. 


How big is your team?

OpenMW: We have eleven active developers (with varying degrees of involvement with OpenMW) and five people working on things like package maintenance, public relations, and website administration. Our team list is here.

Project Aedra: 1 person, me!

Crystal Scrolls: Myself.


How can people contribute?

OpenMW: If you are skilled with C++ or have game programming skills please register at our forum, look at the version 0.13.0 thread and find an unassigned task, assign it to yourself and get started. Also we want people with fast computers and video editing skills to record demonstration videos for Youtube. We hope that releases post 0.13.0 will be playable enough to necessitate many bug testers. If you are learning how to code, download and have a look at OpenMW.

Project Aedra: I'm looking for C and C++ game programmers with prior experience who can help program.

Crystal Scrolls: There are many ways to help out. Now that rendering and animation is mostly out of the way, it is feasible to start implementing more features. My primary goal for 0.3 is to add plug-in/mod support, and object interaction, but one can easily imagine things that are not blocked by this feature: sound, the console, scripting, etc. So if you want to help, install the program and find something that is missing and that might not depend on plug-in support or object interaction.



There you have it folks; three projects sharing a lot of common ground, but with some different goals and feature sets. Which is the best? That depends on who is asking. I suggest trying out all three every six months or to see how their changing and defining their own style. No doubt they will influence each others development with ideas and solutions. It is very exciting that Mark Siewert is joining the OpenMW team. Here’s to open source, games that facilitate creativity, and the preservation and improvement of games for posterity!

Wednesday, February 1, 2012

GGJ License, EGP Feb 2012, STK Overworld, FG Interview

GGJ 2012 Theme

Global Game Jam 2012 is over and you can find all the by-nc-sa-licensed games here. We talked to the organizers about allowing free (as in freedom etc.) licenses and got some positive replies, but in the end it was too short a notice.

We ask you now to write a short message to GGJ, asking for the inclusion of further licenses, for example a GPL+CC-BY-SA combination for GGJ 2013. Also feel free to discuss this in the comments.

If you participated in GGJ, we would like to encourage you to release your games under free licenses in addition to the required nc license.


EGP February 2012

Speaking of jams, the 7day-jam-during-one-month by Experimental Gameplay Project is "Infinite Worlds" for this month.


STK Overworld

As recently announced, one of the new features in SuperTuxKart 0.8 will be an overworld-connected challenge system.

Durk Talsma: AI programmer

Flight Gear's blog released a new interview. You can find the other interviews so far linked in this post.

Tuesday, January 3, 2012

Winter Shorts: Bits & Bots, Goblin Camp 0.2, BASE PRO 0.4b-r2, FlightGear Interviews

Bits & Bots: controlling two robots at once

Bits & Bots is a real-time puzzle game about figuring out the codes to moving robots around and get them to their targets most efficiently. It comes with binaries for 32/64bit Linux and Windows. Gpl code, by-sa art.


Goblin Camp 0.2, probably running some fancy tileset

Goblin Camp 0.2 brings a stockpile of changes:

  • Piles replace Stockpiles. Everything is allowed and containers get automatically shuffled to where they are needed.
  • Diseases will weaken and eventually kill your population if you don’t do anything about a growing population.
  • Migratory animals will sometimes cross the map
  • The spawning pool expands and spreads corruption in a smoother way, it’s improved from the abrupt way it was before.
  • Cowardly creatures can now also panic if they encounter another panicking creature
  • Death messages have been improved to give a bit more information, and a bit of variety has been added to them as well.
  • Constructions strobe under the cursor now, to better visualize where one stops and another one begins.
  • Portable mode. Just create a file named goblin-camp.portable in the directory where GC is installed and it’ll store all the files it needs in a sub-directory in that folder, instead of in the operating system’s default folder.
  • Skeletons no longer bleed and other assorted bug fixes.

BASE Pro is a Windows-only base jumping simulation game. Its community and news can be found on this forum.

Community member LedInfrared got the hang out of gameplay video recording and shared videos of STK and Xonotic on this YouTube page, including download links to original video material!

Stuart Buchanan: FlightGear contributor

FlightGear's news section has seen quite a high activity lately, including three interviews: