Tuxracer 1.0 Retail Version Finished
Nailer writes "Tuxracer 1.0 is complete Version 0.6 has been downloaded over a million times, and 1.0 looks like it will kick its older siblings arse. This latest version has a massively improved set of features compared to the earlier versions, including multiplayer support, far more detailed tracks, new hazards (giant boulders, better trees, vehicles, and entire towns with roads, houses, castles, fountains, etc) new players (a girl tux, a funky polar bear, and others), split screen multiplay, internationalization, and probably a whole bunch of other stuff. Take a look at the screenshots and trailer movie. The initial release of the game will be proprietary for Windows and Linux (and perhaps Mac), but some of the code from 1.0 will be released as Open Source. Sunspire are still looking for a publisher, but should be taking direct orders soon. And when they do, I'm buying it."
I understand your sentiment, but it is hard to put food on the table if you give your product away. There is room in this world for both open source and proprietary software.
Of course, I expected to see at least a dozen comments like that. Not everything can be free, guys. People need to live and eat and take care of their families. That being said, open source is here to stay, and as I said above I think it can easily coexist with commercial software.
Just out of interest - who has intellectual property rights over the Tux character?
The 'real work' in a game is pretty much split 50/50 between programming and things like artwork, level design etc. I'm sure there are exceptions (Final Fantasy could be one), but that's been pretty much the way it is on the games I've worked on.
This is one of the reasons I can't agree with RMS. Why is it that someone who creates some music, a level design, some textures or a model deserves compensation for their hard work, but somehow someone who spends just as much energy writing code does not?
TuxRacer started as an open-source game and as such it was right to use Tux. But as a commercial game I feel like little Tux has been betrayed.
Remember what Tux stands for. It's Tux not Mario or Sonic. He's a free animal and I want it to stay this way. I won't buy this game.
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Games are one of those things that even RMS expects to be proprietary - the real work in a gmae is not usually the engine, but the level design, plot, artwork, etc.
I don't see why this should necessarily be true, I remember some wonderful and freely released TCs (Total Conversions) for Doom and Quake, as well as seemingly endless amounts of levels. The quality of the user made levels and artwork varies, of course, but it's not like that can't be said about Free software.
I think you have differentiate between replayable and non-replayable games. In replayable games, what you see is that a couple of models (like Civilization, and multiplayer Deathmatch) have been stumbled upon that except for technical updates have remained much the same for the last ten years. In Civilization we have seen a free implementation of the concept grow up quite well, and with Deathmatch JC of course GPLed a lot of the code himself - though I am unaware of any attempts to combine the GPLed code with user levels and artwork to make a totally free Quake.
I think that that the real reason that we have not seen a lot of Free games developed is that decent proprietary versions have been around. We have seen time and time again that there aren't often enough coders who are motivated by ethics for free software to thrive when there are propreitary programs available to do the same thing (cf the lack of a free RA decoder, and the bad state of the free Flash player (and Flash is even documented!))
For non-replayable games, the kind that people play through in 10-12 hours and then don't look back to, I might agree that free development might be difficult, at least not for the same amount as come out today. I think the world can do without them.
The GPL is a grant of additional rights, that you the user has. It in no way restricts the original copyright owner from exercising their right to exploit their copyright in other ways. So long as no-one else contributed to the current code base, the fact that prior versions were GPL is irrelevant.
Open Source is great, however don't force it upon people who don't want to open source their products. People write software for a living you know - software that is good enough to not require support services. Games don't need support services - there is no market for single-player game support, only in selling the game itself. Sure, in multi-player games you can sell time on the server itself, but someone will just set up their own server anyway thus making the work worthless.
The art of coding should not be treated any differently from music creation or graphics creation. Why is coding considered to be less worthy? Let people write free opensource software if they wish, who are you to criticise them?
Why should they be free?
Why shouldn't the person who created the code/art be entitled to compensation for the work they put in?
This is one of the things that I really don't understand about RMS's philosophy. He asks 'how can it be wrong to share a program with one's friend?' without asking 'how can it be fair to make use of another person's work without compensating them for the effort they put into it?'
I remember downloading it and thinking it was kinda neat. An OpenGL game written with linux in mind, and it's somewhat entertaining. While I think it above many other GPL games in many respects, I don't think it's so great as to be worth anything money wise when you look at the market out there.
The gameplay is pretty straightforward and boring. Doesn't even seem as interesting as, say, the snowboarding mini-game in Final Fantasy VII, which wasn't even meant to stand on its own. Snowboarding games and the like typically offer a significant deal more than TuxRacer, and for this reason if I was going to shell out cash for a game of this genre, I'd go with a good game.
For another thing, the graphics are not that spectacular. The scenery has some nice textures, but the characters and objects are simple gouraud shaded polygons, and even then the polygon count in the player models and how they are put together is now substandard. I understand that having a low polygon count helps performance, but companies like Square show how you can really have some decent looking graphics without complex geometry.
All in all it was a neat little game that kept my attention for a few minutes when I first got it. It's not on the level of any commercial competition in my opinion, considering games from 97 have roughly equivalent graphics and the gameplay is really boring and repetitive, with next to nothing to spruce it up.
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