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August 01, 2014

SuperTuxKart

Driving on walls? Yes please.

Hello everyone,

So this is my first blog post here, I should apologize for the long silence. For those who might have forgotten, my GSoC project was, simply put, allow karts (AI and player) to drive on walls and upside down. Now that the most of the AI is functionally capable of handling any kind of track that fancies your imagination, I think its now time to discuss some results.

The AI traversing a loop in Newton
Above you can see the AI skidding through a loop in a test track called Newton. (Ignore the flying kart in the middle, its some developer magic.) The AI still uses the old algorithm but now it does something extra. Imagine that the loop is made of a strip of yellow paper. Cut out the loop and flatten it on an imaginary table, and now try to navigate this flat loop using the old algorithm. Sounds easy right? That’s what the AI is doing, except its a little bit tricky to do in code ;) Once I got the steering right, the skidding “just worked”, which was nice.
Next we look at items. They are now auto-aligned depending on which section of the track they are placed at. These include bonus boxes, bananas, nitro etc.
An AI kart collecting a bonus box on a vertical section of the track
Powerups like bowling balls, cake, basketball and rubber band have also been fixed to work when being thrown from any orientation. Bowling balls will now follow the track instead of falling down. The cake and rubber band will now hit the target irrespective of what direction the opponent is going (assuming you are in range). The basketball has been fixed to bounce in the direction perpendicular to the track instead of the up-direction. It will now follow the track as you would expect.


The rescue animation was also required to be adjusted so that the kart is dropped in the correct place, with the correct orientation. If you are upside down when you drive off the track, then that is how you should be placed back. This turned out to be a bit tricky due to a bug between irrlicht and the physics engine but thanks to hiker’s expertise this was fixed. Along with this, the explosion animation is also fixed to be perpendicular to the track.

for the lulz
Most of the AI including items and other features had been previously designed with a horizontal track in mind. This lead to the AI being coupled with the coordinate system, ex. directly using the Y axis for many operations. Majority of the work has been done to decouple the coordinate system and AI.


All said and done, this project is not complete until we get some feedback from you, our loyal players. You may check out the source here https://github.com/lurk26/stk-code , branch: walldriving. Build and run as usual and let us know what can be improved, and if you find a bug, even better :)

by noreply@blogger.com (nixt) at August 01, 2014 10:31 PM

FreeGamer

First public release of Terminal Overload!

You might remember the crowd-sourcing campaign from the beginning of this year to make a fully FOSS remake of a rather unique game.

Well, a bit later than promised, but really awesome never the less:


Note that this is a really early alpha and most of the art still has placeholder quality. It is quite playable multiplayer game already though, and there is a Linux and a Windows version for download on their website.

Please don't forget to give feedback on our forums (also if you are interested in helping out).

This is by the way to my knowledge the first FOSS game utilizing the open-sourced version of the Torque3D engine and also the only one that uses the work in progress Linux port so far.

by noreply@blogger.com (Julius) at August 01, 2014 07:59 PM

July 30, 2014

FAR Colony

Alpha 10: Factions Change and Refinements

I finished the design of the Common Core rules.

I now updating the design of the only, for now, available faction in the game concerning its own common core and the pre-setup for the player's faction common core. I modified some things like the faction in the game aren't playable factions anymore but power blocs. Why? Because this denomination wasn't true since the player hasn't directly the control of one of them but depends on it. Also there will be more than 8 in game factions the player could join, I can't say how much yet, especially since the 8 ones aren't even fully implemented, but we will see.

So the plan is that I finish anything concerning the design of the common core for the extrasolar power block Magellan Unity, I implement it in the game database and I finally coding the common core rules. After that I will update finally the unified interface to display a basic interface for the research & development system and I will implement the RDS afterward. Meanwhile I will also update the infrastructure's data structure regarding the research & development too.

This project is a long and uncertain but never boring path.

by Jeff B (noreply@blogger.com) at July 30, 2014 02:17 PM

Valyria Tear

Episode I Release Candidate I Release

Hi there,

After almost one year of development, I'm proud to say the full Episode I Release Candidate I is now done. :D

Go grab it in the downloads!


This release is only a first candidate though. Would the testing and the translations go fine, the actual release should happen within August.

Thus, if you find any bugs or game glitches, feel free to report them in the bug tracker or on the forums.


Some translation is missing? Feel free to report it on the forums as well or better: help us translate Valyria Tear on Transifex!


Stay tuned!

by Yohann Ferreira (noreply@blogger.com) at July 30, 2014 02:17 AM