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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."

8 of 295 comments (clear)

  1. Looks Great, Needs Graphic Artist by geoffsmith · · Score: 5, Insightful

    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.

    Websurfing done right! StumbleUpon

  2. What hobbyists can do by ObviousGuy · · Score: 5, Interesting

    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 /. password was too easy to guess.
  3. Screen shots link. by red5 · · Score: 5, Informative

    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.
  4. Oh dear. by Anonymous Coward · · Score: 5, Funny

    Let's face it, this makes the original Warcraft look good.

  5. Can't wait, but... by bonch · · Score: 5, Insightful

    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.

    1. Re:Can't wait, but... by Decimal · · Score: 5, Funny

      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.

      Sounds good. What have you come up with?

      --

      Remember "Bring 'em on"? *sigh
  6. Does art work in Open-Source? by reachinmark · · Score: 5, Insightful
    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 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 :)

  7. Yesterday's games, tomorrow by Rogerborg · · Score: 5, Insightful

    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:

    • Writing a full game that people actually choose to play is damn hard, and it's getting harder every year as expectations rise. Trying to clone a full commercial game is egotistical folly. Try something like Advance Wars, which is twice as much fun with half of the features.
    • Better yet, stop living in the past. Aim a couple of years into the future (high polygon 3D) otherwise you'll lose another player or developer every time the Upgrade Fairy pays someone a visit.
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