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Apricot Team Selected For Fully Open Source 3D Game

crush writes "The Linux Game Tome notes that the final team to produce a fully Open Source 3D game using the CrystalSpace engine and Blender has been chosen. The project (known as Apricot) aims to produce a cross-platform, 3D game with completely Free (CCA) graphics, music and code. An important side-effect of the project is to improve open source tools for the professional game development industry."
I look forward to more 3D games on my desktop, even if this one won't be the first. (And where is the open-source bus-driving counterpart to the under-rated FlightGear?)

17 of 214 comments (clear)

  1. Good games I have been playing on Linux by Realistic_Dragon · · Score: 5, Interesting

    A couple of interesting games with Linux support I have only found recently:

    - Warzone 2100. Not as shiny as Supreme Commander, but much more involved. Great fun.
    - NWN 1. Thanks to the fact that NWN2 bombed there is still a large online community.

    --
    Beep beep.
  2. Re:Do we really need more FPS? by ZombieRoboNinja · · Score: 4, Insightful

    I'm honestly not trying to troll here, but it's probably a hell of a lot easier to do those "visionary" and innovative games in a non-free context.

    To use your example, Spore has been in development for like seven years and has undoubtedly cost tens of millions of dollars, mostly in man-hours of work. Do you think a free-source project could get a solid core of designers, coders, and artists to donate their time and money regularly for over half a decade with NO product to show for it, on the hope that one day it might be released and... look good on their resumes?

    We've all heard the horror stories about what EA puts its employees through to get games out the door. Do you think an entire project team would put themselves through that voluntarily for NO money, or for what little money a free project could get from ads, donations, and so on?

    Now, an FPS, that's a known criteria. You can set clear goals for how every little thing should work, and any "controversial" parts, like level design, are conveniently lumped into chunks that can be handled individually. (If I want to make an oddball level or character model, I can handle it on my own.) Compare that to a more experimental game like Spore, where there aren't discrete levels and the creature models are intrinsic to the gameplay.

    Basically, you can have innovative, high-production-value, or free: pick two. "Innovative and free" can be managed by small teams, and "high-budget and free" might theoretically be managed by initiatives like this one with clear and easily-established milestones along the way, but to get innovation AND high production values, you probably need a level of team discipline and management that can only be established with regular paychecks to incentivize everyone involved.

  3. Re:Do we really need more FPS? by rm999 · · Score: 3, Insightful

    "Why is it that only non-Free developers are giving us new kinds of games like Spore?"

    Because a game like spore takes decades of man-hours to do right, and most open source developers have full-time jobs. When you pay for software - especially games - you're usually paying for a lot of thought and time from the developers/artists.

  4. Great fan of FlightGear myself by smchris · · Score: 4, Funny

    I say we build up the airports ala Second Life and party in the lounges! And, yes, you would have to actually fly to each airport and deplane in my vision.

    The airports could become hubs into the cities. FlightGear has great potential to become a parallel earth so why not start populating it?

  5. There are Open Source games out there, but... by Zombie+Ryushu · · Score: 4, Informative

    Too much stuff from the past gets neglected.

    The Pros:

    There have been alot of innovative, beautiful games to come out of F/OSS:
    Vega Strike
    Pingus
    FreeDroid RPG
    TrackBalls
    Nexuiz
    Open Arena
    Tremulous
    Torcs
    Scorched Earth 3D
    AssaultCube
    Lincity NG

    Also, many DOS games have found new life as Linux games:

    Quake 1, 2, and 3
    Doom I, II, and Final
    Descent I and II (D2X-XL)
    Warcraft II *
    Duke Nukem 3D

    Problems:

    Some games get neglected that really should not have been:
    Heretic and Hexen - These are Doom Engine games, technically, there is one Engine that plays them, Vavoom, supposedly DoomsDay plays them, but in many cases their performance is really buggy.
    Strife - Only Vavoom plays this.
    I'd like to note that you can play Strife, Heretic, and Hexen under Wine with Randy Heit's ZDoom Engine for Windows. But thats not the same as a Native Linux Port. There used to be a Linux port of the massive multiplayer engine ZDaemon for Doom based games, but that guy announced that he hated Linux and closed off his source. He even put code in his program to prevent people using Wine to play the game, anmd said that Linux Users were responsible for DoS attacks against his servers.

    Blood - This is a big one. Blood was one of the greatest games of all time. Yet there is no Engine replacement for it and it runs awful under DosEmu and DosBox. There exists a Total Remake of the Bloodbath levels called "Transfusion" but it is Quake based and is nothing like the original Blood.
    Star Command: Revolution - A game So obscure I found it for 3.95 in a Wal-Mart Bargain bin
    Mechwarrior 2: This game predates Direct 3D, You can't run this under Wine.

    * Recently, Warcraft II support under Stratagus has suffered. Stratagus 2.1 was superior to Stratagus 2.2. Stratagus 2.1 had support for 16 players instead of the usual 8, and could do dual race computer forces. It had a level editor, and could read the native Warcraft II PUD Format.

    There exists Linux Engines for:

    Quake 4
    Doom 3

    I really think a great deal more effort should be pushed into making Windows and older Dos games accessible and updated under Linux, such as One Must Fall, and producing more original games, as it seems some Linux games that used to be full steam ahead are dying out. I'm shifting my focus in University towards programming just so I will have the technical programming knowledge to contribute to Open Source projects more than I am now. So many of the problems are things like bugs in network code, deprecated syntax, added support for additional games.

    Games are where the Computer Industry goes. It was Doom that gave us the Windows Ecosystem, so it will have to be a killer Linux game that gives us the Linux ecosystem.

    1. Re:There are Open Source games out there, but... by TheRaven64 · · Score: 3, Insightful

      I'd like to add Battle for Wesnoth to the good FOSS games list. It and Vega Strike are the only two games that I've been playing recently. The only non-Free game I've seen recently that I've wanted to play is Portal, but the fact that it's not available without DRM, nor on any platform I own has meant that I haven't bought it.

      --
      I am TheRaven on Soylent News
  6. Open Source Bus Driving Simulator by sopwith · · Score: 3, Informative

    I know that last part of the story was meant as a joke, but... http://virtualbus.info/

    (some English info at http://vbus.wikia.com/ , and the Subversion repository is at svn://prv.ilan.pl/virtualbus )

  7. Also post your wishes for Blender at Peach site by LetterRip · · Score: 3, Informative

    If you go to http://peach.blender.org/ one of the recent stories is a request for feedback of what you want added or changed about Blender to improve it for game content creation.

    LetterRip

  8. Re:This project needs funding? by Shade+of+Pyrrhus · · Score: 3, Informative

    From the website:
    "At the end of July 2008 the game will be launched. The team members will get a great studio facility and housing in Amsterdam, all travel costs reimbursed, and a fee sufficient to cover all expenses during the period."

    Obviously, this requires funding. The funding's coming from sponsors (see web site) and profits from the DVD sales. The DVD, as noted in the forums/site, will include all sorts of great documentation and information about what went on and stuff.

    And from the forum:
    "The plan is to have 6 people for 6 months in Amsterdam working full time on a game."

  9. Re:Apricot, eh? by Shade+of+Pyrrhus · · Score: 4, Funny

    Afterwards, they're going to take all of the projects and throw them in the Blender - Open Source Smoothies for everyone! So that's what OSS really stands for...

  10. Re:This project needs funding? by LetterRip · · Score: 5, Interesting

    If everything is going to be open source, why exactly does this project need funding? Are the developers going to be working on this full-time? Full time artists and full time developers are going to be funded for both Blender and for CrystalSpace. These projects (Orange, Peach, Apricot) serve a few purposes - to prove the quality of these particular open source tools for professional usage (ie pulling together very high quality art work, game assets, game design and logic, and game environment in a very short period of time) and as a major side benefit provides excellent functionality for the current and future users of both projects (ie Blender has had huge leaps in functionality improvement during both Elephants Dream (Orange) and during Rabbits Revenge (Peach) as the artists wishlists were met by both the developers paid to work for the project and the rest of the Blender volunteer team).

    LetterRip
  11. Re:Do we really need more FPS? by TheRaven64 · · Score: 3, Informative

    Well, attempts by Open Source developers to borrow from BBC Elite to produce a comprehensive open-ended gaming environment have so far not achieved a whole lot Really? I think they've done very well indeed and has been about the only game I've played recently.
    --
    I am TheRaven on Soylent News
  12. Design by Committee Equals Bad Game by GaryPatterson · · Score: 3, Insightful

    The project site makes it pretty clear there's no design document for the game, no central vision of what it will be. They're going to design it once they've got the people together, so it's going to be one of those designed-by-committee games.

    That way lies adequacy and weak gameplay.

    Still, I wish them well and since they're off to a bad start it can only improve from here.

  13. Technology Demo by Jekler · · Score: 3, Insightful

    I don't see this becoming a "game" so much as it'll be a technology demo. The same way Elephants Dream was just masturbation material for artists. There wasn't anything in the way of real story being told, unless you really reach for some meaning in it. It's 11 minutes of "That's neat", but I'm never going to watch it again like Lord of the Rings or X-Men. I foresee roughly the same thing here, a bunch of people get together to show how deeply functional each of their subsystems is. Most of the "game" won't even have a purpose other than to show you how great Programmer X did collision detection, particle physics, etc. You'll be able to spend 5 minutes shooting cannon balls at a stack of barrels and watching them smash but otherwise there won't be much to do. Maybe it's pessimistic of me, but that's been my opinion of most games over the last decade. Everyone seems to be more proud of the intricacy of their work and doesn't understand why you think the game sucks, they think you just don't "get it". It's like they spend 3 years hand-crafting a #2 pencil and when I write a sentence then throw it away they're like "Hey, that thing was a work of art! I spent 13 months renting equipment at NASA to insert the lead using a bleeding-edge particle injector!" and I'm like "Yeah, but it still had one of those hard erasers that just smears what you're trying to erase so it's no good." I really subscribe to the idea that you need a single visionary to design a game. Otherwise it just becomes a pile of interesting components but it has no gestalt form.

  14. Re:Oboy. by bperkins · · Score: 4, Insightful

    It seems to me that you (and just about all of slashdot) are missing the point.

    I agree with you, the game is probably going to be crap. But even if they had a better than average chance of making a good game, it'd probably be crap, since most games are crap.

    From what I see, the point of this game is to demonstrate that an OSS toolchain is a viable solution for game design. If they can create a game that works mostly and has reasonable gameplay, they will have accomplished the goal. If the game is lacking in the concept department, most people who make the decision to create a game will be able to see that although the game isn't vey good, the platform seems to work well enough to use as a foundation. If it ends up being a good game, it's a total home run, since they get free publicity.

    I'm surprised that as a gaming professional, you don't see the possibilities here. I'm in the silicon design industry and if someone wanted to demonstrate chip design using OSS tools, I'd be mostly unconcerned about the final product.

        The reality is that vendor tools are a serious pain an the ass. They are usually broken and support is mostly useless. Our internal tools are not much better as far as bugs, but since we have the source, there's at least some chance of getting it working in a reasonable amount of time. If someone demonstrated the 90% of what we needed was OSS and it had some miles under it, we'd be all over it.

    That said, I'm sure they still have an uphill battle to achieve even a modest success, but I don't think it's hopeless.

  15. Re:Do we really need more FPS? by mrchaotica · · Score: 4, Funny

    it's 3:20AM here, I'm working on an open source game.

    No you're not; you're posting on Slashdot!

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  16. Re:Why crystal space? by Jorrit · · Score: 5, Informative
    One of the goals of the Apricot project is to modernize the Crystal Space engine. This includes probably the following features that we will implement or improve:

    • New render system with better support for render to texture (allowing things like HDR, Bloom) and shadowing techniques.
    • New skeletal animation system with support for vertex weights.
    • Support for tree generation and imposters to allow for big outdoor levels.
    • Continue working on the Bullet physics plugin.


    I'm of course biased as I'm the project manager but I believe that the strongest point of Crystal Space is it's modularity and extensibility. It is because of that that we will be able to move into the future and we will do so with the Apricot project.

    Greetings,
    --
    Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4