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BZFlag goes Platinum

morrison writes "A little over four years after moving to SourceForge at a current rate of several hundred downloads every day, BZFlag has finally "gone platinum". With over 1,000,000 SourceForge downloads, BZFlag looks to be the third game (following Tux Racer and StepMania) to go 'sf platinum'. While this doesn't include the many tens of thousands distributed prior to the project's migration to sf.net during the SGI days, it's a momentous occasion for open source gaming regardless."

9 of 196 comments (clear)

  1. Re:Is it just me by Anonymous Coward · · Score: 3, Informative

    A lot of things have already been revised for the next release. There are now mirror floors, rain, snow, and arbirtray rain like raining frogs. There are meshes so everything isn't a triangle or block anymore. Objects can have arbitrary textures and alpha transparancy, as well as environmental mapping. Many new flags have been added such as the wings flag that lets you "fly" for a period of time. Many other goodies are thrown in there too. Keep in mind though that bzflag is not focused on graphics, but rather gameplay. The game has an extremely low entry level for gamers (as far as skill goes), but its very hard to master. Tim Riker (the project leader) has been know to say, "Easy to learn, hard to master". Also, the community built up around the game is incredible. Graphics are overemphasized in today's games, try it out sometime, its tons of fun to play.
    -Steve

  2. Re:Gameplay? by cosmol · · Score: 5, Informative
    The gameplay is addicting. Basically its all about positioning your tank. Since the tank doesn't move very fast you have to think ahead. Also the shots are pretty slow so you have to shoot out way ahead of a moving target. Newbies will get outsmarted by more experienced players, but will get enough lucky shots now and again to keep them interested in playing.

    There is a lot of opportunity for team strategy, especially in CTF mode. Many server operators tweak the map/rules to yield some interesting play possibilities.

    Yeah, it's fun. The graphics look like they date from the 80s because they do! Actually I turn the graphic settings down from the default.

  3. Re:ok, so now that i have it by menotume · · Score: 3, Informative

    Start it up, hit enter three times.

  4. Re:Is this really anything close to an accurate co by gnalle · · Score: 3, Informative
    The Debian popularity contest, rates bzflag as number 66. It counts the number of computers, who that have install the popcon package as well as bzflag.

    inst vote old recent no-files (maintainer)

    451 84 347 19 1 (Tim Riker)

  5. Re:Is it just me by jackbird · · Score: 2, Informative

    ...but Desert Combat was done as a portfolio piece for a startup game dev shop with 9 employees. In other words, for $$$, not as an open-source project. Keep in mind which kind of free you're talking about.

  6. Ah...the good old days.... by JakiChan · · Score: 4, Informative

    When I joined SGI in 1997, BZFlag was an institution. The IT group in the MIPS Group would play it at lunch every day. Shooting your boss with something that looked like a photon torpedo (if your box had good graphics - I had a dual-proc Octane with very nice graphics) was very cool. It was a fun thing to do and felt like part of the culture there.

    There was a program, at least inside of SGI, that was a sequel. You could be a plane or one of a couple of types of ground vehicles, and it had voice chat. It was fun and the graphics were better but things were pretty grim by the time I found it, and there wasn't a lot of game playing being done.

    --
    "Where quality is like a dead stinking rat - you just can't miss it."
    1. Re:Ah...the good old days.... by glanois · · Score: 2, Informative
      There was a program, at least inside of SGI, that was a sequel. You could be a plane or one of a couple of types of ground vehicles


      You are thinking of pointblank. We played this every day at lunch hour. God how I loved that game.

  7. Re:tux racer? Bah... bwaah! by Anonymous Coward · · Score: 1, Informative

    Yep, even if TuxRacer was only a freebie to debug and sell "usual commercial game", I'm thankful to Sunspire Studios they've let out this homely piece of work under the license that allowed to create OpenRacer and PlanetPenguinRacer!

  8. Graphics Issue by KrackHouse · · Score: 3, Informative

    There was an attempt to fork Bzflag and use an updated graphics engine called OGRE but it turns out that the bzflag code isn't very modular so it has stalled.

    I think open source games are on the cusp of a major breakthrough because of the maturation of third party graphics and physics engines like OGRE and ODE. I'm helping with a project that has been running for a little under a year and we've released a pre-alpha already because we didn't re-invent the wheel.

    I think a lot of people go into these open source game projects without an understanding of the amount of work involved. It's sad because a lot of great ideas and great code are lost when developers become overwhelmed with the details. Flight/driving simulators are much easier to create in an open source environment because of the lack of a plot requirement so you'll probably see them first. My point is that as soon as flegling OSS game devs look to open source middleware first then hand code things only when necessary, we'll see a lot of great stuff in a very short amount of time. An entertainment singularity :) Don't take my word for it though...
    "Some good news from down under! Primed Games have won the Best Indie Game award at the Australian Game Developers Conference with their Mario-kart inspired title 'Scootarama', which is based on OGRE, ODE, RakNet and FMod. It's especially impressive considering they only had 12 weeks to come up with it with a 10-man team."

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