New Open Source FPS Blood Frontier Shows Promise
Softhaus writes "The guys at Blood Frontier have been busy for the last two years working on a new FPS called (surprise) Blood Frontier . This game is an enhanced Cube 2 engine with original artwork and new gameplay (including a kid-mode, which optionally turns off the blood — a nice option for a change). Add the new paintball mode and you have a real 'game community' here. The code is all there (complete for you to play with), the team listens to feedback from the community, and the game is great! It's nice to see these talented guys showing a true free software attitude. They've mentioned that the first actual release is scheduled for next Friday. Does anyone know of other great open source games that are truly 'open?'"
http://en.wikipedia.org/wiki/Alphabetical_list_of_open_source_games
That was easy...
"Kill 'em all and let Root sort 'em out"
If you turn off the blood, is it still called Blood Frontier?
Conservation of angular momentum makes the world go round.
The author of the game is the submitter, so yes, you're correct.
Slashdotted already. Should give an indication of how desperate /. ers are for a new FOSS FPS.
If you turn off the blood, is it still called Blood Frontier?
Maybe it should be called "Blood-Lite?"
because the release date is open-ended?
"We make our world significant by the courage of our questions and by the depth of our answers." Carl Sagan
not only is there an option to turn off blood, but you can turn off the web server too!
Obama is a twitter sock puppet
So what makes this online FPS stand out from all the other ones?
There's Nexuiz, OpenArena, Sauerbraten, Tremulous, Urban Terror... I had my fill of first person shooters years ago and yet for some reason they're still being developed and offer little to nothing different over the last one.
Summation 2
If you turn off the blood, is it still called Blood Frontier?
No, then it's just called Frontier, and it becomes about a family traveling from Independence, Mo to Oregon.
Disclaimer: The opinions and actions of the US Gov't are in no way representative of those held by this author or its ci
"Add the new paintball mode ..."
I mean, seriously. Why? Why take a game where you pretend to shoot people and modify it so you are pretending to pretend to shoot people?
Whale
Unless you die from dysentery. Then it's only from Independence, MO to Kansas City.
Another FOSS FPS? Check out AssaultCube, description from the website:
AssaultCube, formerly ActionCube, is a free first-person-shooter based on the game Cube. Set in a realistic looking environment, as far as that's possible with this engine, while gameplay stays fast and arcade. This game is all about team oriented multiplayer fun.
This reminds me of an Onion video that showed a sequel to WoW called World of World of Warcraft that let your characters buy and play WoW themselves. I got a kick out of it, but then again, I'm not a WoW player...
including a kid-mode, which optionally turns off the blood â" a nice option for a change
Why is it that people think turning off blood makes things "kid friendly"? Are you still running around killing people?
I'm not the sort of person who's a big believe in sheltering children, but if you are that sort of person, does simply censoring blood make the game OK to play? I think if I were the sort of parent that didn't want my kids to play violent games, then censoring a little gore wouldn't really make them acceptable.
On the other hand, some parents are a little crazy, so whatever. I just think it's weird to censor blood out of a FPS called "Blood Frontier", and then call it "kid mode".
I appreciate those options for myself. I remember with TA: Kingdoms turning off the blood because my archers would shoot a guy so many times that blood would be spurting out nonstop, which I found gross at the time. Same with the gore in the original UT. I can see parents appreciating that in addition to people who just don't like gore.
Also, if you do paintball mode it turns it from a game where you're killing people to a game where it's just some guys playing paintball. Does it change the gameplay? Of course not, but it does change the entire frame of reference for the violence in the game. I can see that being desirable for parents and I think it's a great idea. My friend and I were talking about how they should do something along the lines of Unreal Tournament: Nerf Edition, where all the guns are nerf guns.
Just because you don't care doesn't mean that parents don't care.
I don't know what the purpose is, but I have to say I like the option personally. Does blood spatter enhance the game for you? Then go for it, but for my taste many gore effects just help to juvenilize most games; it's like endless penis jokes in an Adam Sandler movie, if I had the option to turn off "13 year old mode" I'd actually be able to enjoy the experience.
... is the server still that horribly unsafe bare-bones packet-switch, that it is in Cube 2?
For those that don't know the details: The "server" of Cube 2 (Sauerbraten) is really basically just sending update packages around. No rules/physics validation, server simulation, or cheat checking of any kind. This, and the fact that it is open source, made it possible for every noob with a bit of C/C++-knowledge, to change some rules, and cheat like crazy.
I played it for some months, and saw people flying around, beaming themselves to where they liked it, completely defeating game physics, and making every shot a perfekt hit.
If this is not fixed, there is no reason to play that game, because you can't determine a winner anyway. (Or is it going to become a contest of the greatest hackers? ;)
Any sufficiently advanced intelligence is indistinguishable from stupidity.
I've played a lot of FPS' up to Unreal2004, and some are clearly better than others. There's the obvious map features, like size vs. player number, overall layout, wall design with hiding places, etc. And that's not even counting the artistic side of texture mapping and making it look interesting.
But the player dynamics, and weapon characteristics combine to subtly change the intensity/speed of the game. For example the archaic Marathon was very slow due to show shot speed comparatively weak weapons. Quake III has much stronger weapons making distances seem shorter due to the killing power.
Unreal has a great balance, of player speed, map size and weapon strength/diversity that makes it consistently fun to play. It also has reasonably good AI for the bots. This balance seems to be elusive in FPS, as there are so few who really get it right, and you can see that in the communities they spawn.
I hope these OSS projects can match the balance of a great FPS even if they don't have the deep pockets or manpower to spend on visually stunning maps.
Sheldon
I can just see the ad campaign comparing Blood-Lite to Killer-Lite.
"Tases Great!"
"Less Spilling!"
While train simming is not exactly a hot genre it has been entering the mainstream as of late. The proprietary contenders currently include Kuju's Rail Simulator and Auran's Trainz series. Both are closed-source but use plain XML for all their data files which makes developing easy for these sims. Microsoft decided to re-enter the race with a new "Microsoft Train Simulator 2" bragging that they have endless resources and will beat any competitor. A few days ago, however, they canned the project along with everyone at ACES who had been working on it. Anyway, where it gets interesting is a freebie (fully open-source) sim called openBVE which can be found at http://openbve.uuuq.com/en/index.html. While its predecessor BVE was not fully open, openBVE is and it's making rapid progress, especially as of late. A video showing off its capabilities is at http://www.youtube.com/watch?v=QtITwxTWLyM&fmt=18. So as far as train sims go, yes there is at least one that's starting to turn heads and it's good to see something that's not an FPS for a change.
http://www.neowin.net/forum/index.php?showtopic=707404 Not sure how far they've gotten though
They came for the Communists, and I didn't object - For I wasn't a Communist; They came for the Socialists, and I didn'
"XEvil is a 2D side scroller with an excessive amount of violence."
What a recommendation.
The website/masterserver for the game are slightly hosed at the moment, but here is some information on the game for people looking:
Windows download link
Linux download link
From included readme.txt:
Dear User,
Welcome to Blood Frontier, and thanks for your interest! Please note that Blood Frontier is in early alpha stages, and as such, is not yet fully finished, polished, or even playable. It is intended as a multiplayer only demo of what is to come in future versions, meaning that singleplayer and enemies are not implemented yet. You are however invited to try out the features that have been added that will lead up to these things, such as; bots, online triggers, and much more :)
If you are interested in development, or require technical support please visit the #bloodfrontier IRC channel on freenode at irc://irc.freenode.net/bloodfrontier or you can visit our website, which offers more details at http://bloodfrontier.com/
The source code, license, and related documentation can be found in the 'src' subdirectory of this archive. Enjoy messing around with our little project, and be sure to have fun!
Regards,
Acord, Quin, and the Blood Frontier Team
= BLOOD FRONTIER =
Humanity has spread throughout the solar system, to Mars and beyond. A vast communications network bridges from colony to colony, human to machine, and machine to human. This seemingly benign keystone of inter-planetary society, however, appears to be the carrier of a mysterious biological plague. Any persons so-connected seem to fall ill and die, only to return as ravenous, sub-human cannibals. You, a machine intelligence, an android, remain unafflicted by this phenomenon. You have been tasked with destroying the growing hordes of the infected, and, hopefully, locating and stopping the source of this epidemic.
Blood Frontier is a single-player and multi-player first-person shooter game, built as a total conversion of Cube Engine 2 (Sauerbraten). The project tries to work closely with the gaming and open source communities to provide a better overall experience, with a primary goal of creating a adventure based game environment that is flexible, fun, easy to use, and pleasing to the eye; it is a project with a true "by the people for the people" nature.
During its life, the goals of the project have shifted dramatically from its original concept, lending itself toward a more balanced gameplay, completely at the control of map makers, while maintaining a general theme of tactics and low gravity. Building upon a main philosophy of making a game everyone likes, Quin attempts to make the development process more open, with ideas coming in from every direction, from your average player to your seasoned developer.
The main adventure component of Blood Frontier will always be Free and Open Source Software, the only restriction is that currently you are free to distribute but not copy or reuse the artwork without permission. This project will eventually release its assests under an as-yet undetermined open source license, once it reaches full version. For a full list of people who have contributed see the Credits. For licensing information, please see the License.
These are people who have helped shape Blood Frontier into what you see. Your name could be here too if you Donate or Collaborate.
Developers
Anthony "Acord" Cord Original Blood Frontier concept, most art assets and content
Quinton "Quin" Reeves Gameplay and AI code/design, community and website management
Lee "Eihrul" Salzman Backports from Cube Engine 2, support, encouragement, code advice and speed improvements
"Hirato Kirata
For those who have ever spent an entire Typing Class period in middle school on a Mac playing Bolo will find WinBolo very familiar.
While WinBolo has been around for a decade or so, the source was released about a month ago. And by source, that means a few things: the logviewer, the server (Windows and Linux), the client (Windows), a Java port, as well as the backend for the winbolo.net domain.
We're not looking for tried and true - double jumping, in-air directional impulses, moving bullets that make sniping hard and aimbots less than useful, a redirection from collecting crap on a map(ammo, armor, health etc.... THERE IS NONE!) We want to make something cool and different. If you've got ideas, let's hear 'em!