At Long Last: Stable Version of FreeCraft Game Engine
jimmcq writes: "After two years of active development the long awaited stable release of FreeCraft is available.
FreeCraft is a free cross-platform real-time strategy gaming engine. It is possible to play against human opponents over LAN, internet, or against the computer. The engine can be used to build C&C, WC2, SC and AOE-like real-time strategy (RTS) games. It successfully runs under Linux, BSD, BeOS, MacOS/X, MacOS/Darwin and MS Windows. Souce code and binaries are available from SourceForge."
for circumventing their fun-generation process by bypassing the purchase of their products? Releasing something for free? Why they're practically thieves!
Let Tigert loose on that game and it would be great. FreeCiv could also use a graphic overhaul. Unfortunately geek and graphic artist do not often go hand in hand. Even if we had one graphic artist who could come up with a decent isometric tileset, it might be possibly to recycle that tileset between games like FreeCraft and FreeCiv.
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Take a look at this screenshot and tell me that hobbyists can't make games with as much quality and well-done graphics as the pros.
I have been pwned because my
Are those little faces various representations of RMS? I'm serious!
I have been pwned because my
That sounds like a great idea. Although wouldn't games like FreeCiv and FreeCraft have a different scale, thus making it tricky to design something that works for both?
Either way, has there been any progress towards making a Free-To-Use (Add your fave license to taste here, IANAL) tileset library?
And if not, would anyone like one? I'm crap at programming but I can knock up some graphics for starters.
"Why did they cancel my favorite Sci-Fi show? I downloaded ALL the episodes!"
It looks to me like it's a complete game screen shots. Because it's opensource you can take the engine and build a game with it if you REALLY want to.
I know I'm going to hell, I'm just trying to get good seats.
Let's face it, this makes the original Warcraft look good.
I can't wait to see what is produced with this, but I really hope we don't start seeing a bunch of Warcraft/C&C/Starcraft clones (sadly, I know we will).
I'd much rather see something fresh and new, with its own identity. A whole new game with its own units, storyline, game world, and so forth.
Otherwise, people trying out some human/orc game called "FanCraft" will just note how it looks like a lame ripoff of Warcraft and go back to Battle.net. But if there's something new and innovative, there would be a reason to stay and play it, and you might just have a "killer app" on your hands.
Hobbyists can't make games with as much quality and well-done graphics as the pros.
At least not this particular hobbyist. No offense, it's far better than what I could do, but let's not oversell things here.
I think the problem is bigger and more widespread than just this screenshot. I have never seen an open-source style game that didn't look like a pile of crap. And i'm not referring to technological quality of the graphics - open source artists are not as good as professional artists. It seems that if an artist is good enough, then they won't work for free or in their spare time - unlike programmers.
Or is it just that the whole open-source concept breaks down when applied to things like art? Can you have 10 artists collaborating over the internet to produce a high-quality/professional looking product?
I'd also question the ability of user interface design to succeed - not only are the graphics awkward in products like this, but they seldom have the "slick interface" present in commercial games.
Maybe i'm shallow, but I require a minimum level of quality in the art/interface of a computer game for me to feel happy playing it. I'll be avoiding this one :)
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I would have like to have it released under the LGPL license so I could use it w/o GPL'ing my game.Would the LGPL license not be more appropriate for a library of this kind?
AFAIK I cannot write a game, which is not GPL'ed and uses a GPL'ed library. Is that not so? In order for me to release a game that is (for example) free to use on top of an open source OS but costs money if used on a proprietary OS (read: windows users should pay - the rest of us should go free!)
I could convince my employer to start making a game that is free for non-windows users, but I would be unable to convince him to go ahead and make a totally free game - he wants to earn some money off it (and could still be convinced to ignore the OSS users).
So, for this to be usable for me I would like to have a less restrictive license on this project
Souce code? Yum yum!
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The first thing most players will notice upon starting the game is the IMHO pretty cheesy MIDI music in the background. If there's no good music, leave the background music out completely, or give the user an option to point the game at some MP3s..
That said, are there any musicians willing to help the open source cause? Musicians are far less common than good Gimp artists.
-- 2 + 2 = 5, for very large values of 2
1) _Graphics_. They need better graphics! Why do 98% of opensource game projects look far worse than Sim City and Castles on my 1980s Amiga? Programmers tend to have very poor graphic & ui design skills - they shouldn't have to do this work when there are so many wonderful art designers out there.
2) Co-ordination. There is too much chaos out there. There is no kernel.org or kde.org as such (ok, I know there are a few good newssites, but it isn't the same).
3) To co-op Mac users. Cross platform Linux/Mac OSX games are needed to bring the art design crowd. These guys more often than not don't use Linux. It isn't that they don't want to help out, just they are out of the loop.
4) To increase production and be taken seriously. Linux needs games more than 15 different webbrowsers to bring more users. More opensource games for the platform will also make commercial companies take it far more seriously for releasing their own games on it. It is a ton harder to get programmer interest for a oss game project than anything else, I've tried and couldn't catch anyones attention so had to dump the project.
5) To have clearly structured and well designed games. I think most projects have been more about the joy of programming (nothing worng with that!, but) than the endgame.
6) To aim higher. Most game projects are making things of the scale seen in the commercial game industry in the early/mid 1990s. Projects of the scale and quality of games from at least several years later is needed. 5 big projects is better than 100 small ones which make yet another version of tic tac toe.
I think there needs to be some kind of opensource games initiative. And one which is taken seriously. There are too many dead sites like http://opengames.sourceforge.net unfortunately.
Yes, it's true that a fresh, new game could be produced with an engine like this, and that would be a great thing. But...
A WarCraft clone could be very cool. With the added ability to hack the source and add your own content to the game, it would be awesome. Ultra-customizable games - that might also be a killer app.
Cedric Balthazar Rotherwood
Sun Certified Programmer for the Java Platform +
System Admin. for Solaris
Another similar project maybe worth notice is Worldforge. Also some of their screenshots seem to have quite cool graphics.
If you want to make a game make one, just don't expect people to help you for nothing.
If you want to build on their GPL software project, accept the fact that you are working on a GPLd product.
Don't bitch and whine that you're not getting something for nothing.
Many people here seem to be commenting on the graphics of the screenshots. Um... hello? This is a game engine - a device for driving games. Just because you don't like the test graphics doesn't mean that it's a bad program. Furthermore, there are quite a few Opensource games with good graphics, like Vegastrike or Race or Armagetron to name three.
It's 2D, it doesn't run under WinXP, it's buggy (sound keeps switching itself on, units keep disappearing), it's missing features that appeared in commercial RTS's years ago (unit queueing, and fullscreen. Hello, FULLSCREEN?).
I wrote a comparable engine using DOS4GW/allegro back in 1995, and canned it because it was obsolete back then. Seven years later, I'm not seeing any great improvements, nor any incentive to bring my commercial games development skills to this project.
This is a neat hobby project, and probably a great learning experience for the dev team, but that's about as far as it's going. I showed it to my (non-OS) coworkers and they laughed their collective asses off. One guy asked me if it was a GBA emulator, and if so, how come it sucked so much compared to Advance Wars, and I really had no answer for him.
Look, don't get me wrong. I'm an open source developer, and I support good open source project when I see them (like the Demeter terrain engine), but if it looks like a turkey, and walks like a turkey, and sounds like a turkey, then it is a turkey, and all the cross platform compatibility in the world (except for WinXP, of course) won't turn it in to an engine that anyone other than the development team would really choose to use.
Two final thoughts:
If you were blocking sigs, you wouldn't have to read this.
"I'm sorry, but the word 'craft' is a licensed subsidiary of Vivendi Universal, Inc. Please go directly to legal hell. Do not pass Go, do not collect $200, and please, please please don't call a lawyer, ok?"
at my work there's a coder who gets laid at least three times a weekend by interested parties. He also washes regularly and wears clothes he bought in this century.
Of course, everyone just assumes he's an artist...
This looked like a cool little project, shitty graphics nonwithstanding, but then I read (in the FAQ):
Q: Why is Windows XP not supported?
A: Because I decided it. I do not support any product, that forces anybody to register it. Please read the FreeCraft (GPL) license and visit www.boycottxp.com (down) and more boycott.
This is pure idiocy. Firstly, shutting out XP users from FreeCraft will not make people ditch XP, it will make them ditch FreeCraft (and any game which uses it). Thus, game developers who use FreeCraft will undoubtably want to remove the XP block, and if that's not possible for some reason, many will choose another engine. There are a LOT of XP users, and a lot of people who will be upgrading to XP from 95/98/Me/2000 soon. Shutting them all out is stupid, stupid, stupid, no matter what you personally think about Microsoft or Windows XP as an OS.
Second, while I have not personally seen the source of FreeCraft, I doubt that what's keeping the engine from working with XP is hard to fix (it works under Win2000!) - I wouldn't be suprised if there's just a bit that says "if( bWindowsXP ) Crash();" at the beginning. Isn't the FreeCraft team just lowering itself to Microsoft's level (remember how early versions of Windows purposefully wouldn't work on DR-DOS?) by doing this?
Anyway, let's hope that for some future release, the FreeCraft team stop with this silliness and more importantly, stop discriminating against the thousands of people who have chosen to use Windows XP - or, maybe more commonly, had it pre-installed on a new computer.
Quality, performance, value; you get only two, and you don't always get to pick.
Some are complaining that the game is not good looking or 3D, doesn't run on XP and that there is no OSX source:
1.It's GPL'ed, which means that nothing is stopping you from *making* it run under XP. This is of course theoretical and ignores some of the difficulties, such as GCC incompatibilities under XP, but theoretically, you could make this work with MSVC++
2.Since it has Linux (and I presume *BSD) source, it means that porting it to OSX, while not trivial, won't be the end of the earth.
3.As many have mentioned, the graphics in the screenshots look bad. This says practically nothing about the developers, who are not graphics artists, and a lot about the consumer mentality of the general public that is gladly willing to use a game if it is free, but are less inclined to accept a different level of quality even if they don't pay for it.
4.At the same time, such comments about the quality of the graphics should not be met with disdain by OSS developers. The general public is very unforgiving and will match OSS products with their commercial competitors, no matter what! While I should point out that anyone can change the graphics of this game, it should serve as notice to OSS developers to place a lot of emphasis on presentation. Apple doesn't do well for nothing.
5.To those who claim that this game is in the past, not high-tech enough etc, I should point out that the popularity of a game is not as dependant on it'stechnology as some may think. There is a commercial game on OSX called Escape Velocity Nova that is a simple 2D space adventure game, but is extremely popular. The game depends on it's playability, not on it's technology. The GBA is another example. I have a feeling that a lot of especially PC commercial game developers, have the idea that their game will only be successful if the technology is cutting edge (vis the post further down from the commercial game developer). I beg to differ. High tech FPS/RPS/RTS games have the immense difficulty in gaining acceptance in the gaming market for thesimple reason that there is very little real difference in the games and in the heat of the competition content and a good story get lost by the wayside. I think that a game can be very successful if the story is enticing and the game has depth. I personally think that the lack of Riven type games (which were extremely popular) or at least the fact that very few developers even bothered to try to take this genre further is a good clue in where the game market is weak.
6.As a lot of gamers know, the ability to mod or expand a game is one of the most important features in a game gaining success. Very many fans like to tinker with their games. Think about it. Expandable games that were/are popular -UnReal/Quake/HalfLife/Homeworld/Myth/EVNova etc.
7.Don't forget that tetris is still popular, as is online backgammon etc.
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I'm the stranger...posting to
Why not have a game where the object is not to GAIN territory and resources, but to lose them? Seriously. Say you start out with a certain amount of infrastructure - weapons, territory, energy plants, etc. - which will allow you to do all the standard RTS things. But all this pollutes horribly, or maybe it's radioactive, so it's slowly killing your side. But if you unilaterally disarm, the other side will destroy the uber-structure you need to keep from being destroyed in order to win the game. So the object becomes to build the smallest possible army you can to accomplish the job at hand - killing the other guy - and then destroying your own base as fast as you can. In other words, this makes huge armies and unit-hoarding counterproductive.
What do you think?
I'm the stranger...posting to
(Sorry, but I didn't think of this till after I posted the first one).
The real graphical beef I take to the developers at this point is the interface. For teh sprites, there is a prefectly good reason they don't look great, they need an artist. However you should NOT need an artist to develop an interface taht isn't an eye-sore. I'm sorry but the interface really is ugly, and it is simple things, that need ot graphical skill to do, that will make it better. I gaurentee if they removed the texture from the background and made it a solid colour, did a light-on-dark dropshadow as is normal, and moved teh dropshadow to teh lower right as is standard, it would look a hell of a lot better. No artwork involved here, just minor changes. However it make it ever so much more clean and readable. Then from there more tweaks can be made to continue to enchance it's looks. We aren't talking about any artwork here, just doing what looks good with what you have.
I just feel, from looking at the interface, that they really put no thought at all into its asthetics. I'm really honestly not sure what they were thinking. To me, it just gives the apperance of not caring.
Generally "artists" tend to like the idea of making game graphics, but game graphics are a pain in the ass and somewhat tedious.
Like, it's one thing to design a game character, it's another to go draw the animations of the character frame by frame. Or textures, yay - making hundreds of textures that most people don't normally think about sounds like lots of fun. 3d models are at least somewhat more interesting, and the skins are usually made by someone else. It's just a matter of attracting more of the modding community to the OSS community. If they can get excited enough over an OSS game then we can obtain a large group of model designers and texture artists.
Sorry to hear it, but there doesn't actually seem to be any MacOSX support - I can't find a download. And I'm not technically inclined enough to compile.
However, if it got ported over, I'd seriously consider throwing my graph-artist skills over to the program. Brian.
I suppose BeOS and MacOS X are just liberal conspiracies.
Stating on Slashdot that I like cheese since 1997.
I'm playing it right now on this laptop that runs XP. Everything seems to work fine. It's not as if it's doing anything really tricky after all.
*shrug*
Please mod this post only if you think others should/n't read this. I have enough ego^H^H^Hkarma. Thanks!
So you're saying it was like the war in Afganistan?
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