Godot deserves a mention.
I do not believe that engines are lacking, but games are. I agree that the main problem is content/assets. A game requires a lot and it should have the same style throughout.
You may be interested in Lutris, GitHub Lutris project.
Supported gaming platform list is impressive:
Planned:
Just to add a little to other comment:
https://godotengine.org/ is freedom free and the next release (end of year est) will have the PBR shaders that UE4 and other recent engines have, sometime after that it will get the visual code like UE4 has.
UE4 is on github, though it's not freedom free. If you want to make a free game with it, the license cost is revenue based so that's a non-issue. If you want to make a fully free game, use godot or one of the other appropriately licensed engines.
Why no AAA free games? Most such things take 100+ talented people working full time for 3+ years.
The Java version (from the desktop page) fires right up for me (java -jar desktop-1.7.2a-1.jar
).
A couple of my favs:
Roguelike with decent art, forked from the original pixel dungeon
Arcade puzzle game with multiplayer over bluetooth or wifi.
I would say that you first need to have something to show before people get interested. Make at least a minimal prototype and use freely available art assets.
Also, as other people already have mentioned, it is probably not worth coding everything yourself from the scratch unless the game mechanics are something very different from any usual type of game. Check out for example the Godot engine.
EDIT: Also, just make a website for your project where you describe the idea of the game and all. Maybe, if the idea is extremely good, people would get excited just from this. To get anyone to do anything, you have to at least give them something.
I would try to give it exposure by using some websites that enable the discovery of projects such as:
slant.co
libregamewiki
steam
indiedb
I would also create a subreddit (or some other forum in your discussion platform of choice), and link to it on the website and the game. you could also have a sticky post (or a sticky issue on github/codeberg) asking for feedback.
I'm not sure if the results are accurate, but did you try the Linux game database?
I am also curious about a comparison.
There is also FreeOrion that seems to be alive; and Thousand Parsec is probably still playable, even if its production stopped.
...then there were/are some first-person 3D games of similar vibe, but not necessarily pure 4X. I can dig them up if anyone is interested.
Used to play Naev quite some years ago, anx might pick it (or something similar) up again.
Game is available to play on http://zero-k.info/ . For Steam release "when it's ready" would probably be the best answer as it depends upon work from people other then me, we want to make getting in the game as simple as possible for new users, current lobby is more tailored towards experienced users. 1 or 2 months from now perhaps.
> All the work that goes into Gemini feeds back into the open source project, so by buying Gemini, you are also helping directly to support Krita’s development!
https://krita.org/en/download/krita-gemini/
>Krita Gemini will be available on Valve’s Steam platform and will cost money, but will still be open source.
https://dev.krita.org/en/about/faq/
But maybe I misunderstand something, please provide a source or something if that is the case.
Secret Maryo Chronicles - Open source Super Mario World alternative.
:EDIT: I would like to add that we should have a cleaned up page of all this information and sticky it to the side bar for future people joining the sub looking for good open source games.
It's alive and kicking. This is actually kind of a "yearly release" - which is fine since they had enough material for it - but it deferred some ongoing, unfinished work to the next release.
Furthermore, as I pointed out, the game is made to be moddable, so most of the activity actually happens in the mods. On this side, I'd say you can get at the very least one new thing to play with every month.
For instance, the 3D-looking cockpit and the planets with rings one can see in the gallery (it serves random images so refresh the page to see more) are actually mods.
Some projects ask/rely on donations to help offset costs (usually for games like MMORPGs that need dedicated servers). Others actually do cost money to play while still being open source, but I feel like that number is small. One example that I'm familiar with is Forgatto and Friends, which is a platformer formed largely from a team of people who worked on the Battle for Wesnoth in the past and started up this new project.
I haven't played Frogatto in a while, but last I recall it was free to build and run/play on Linux, while costing a modest amount in order to run it on Windows, iOS, or other mobile platforms. While they make the code available under an open source license, their media assets (art, music, and so on) are under a proprietary license and can not be shared or otherwise used outside of Frogatto. It's a pretty awesome game and AFAIK is moderately successful, so I'd recommend giving it a look and researching its history.
CorsixTH for usually gets updated once or twice a year around May/June, just like OpenTTD which receives a major update every April.
Here's the link to the latest release candidate: https://github.com/CorsixTH/CorsixTH/releases
If you want a fully libre distro, I would rather recommend Trisquel (better aesthetics, but a few packages, particularly those that replace non-free functionality, are not as updated and thus it has some rough edges), or Parabola (bleeding-edge, even more freedom- and privacy-guarding than Trisquel, but the setup and maintenance need a relatively expert user).
You can check SDL or SFML, they are libraries that handle input and output which are very usefull for games I recommend you do a small CLI programs before making a game since learning to use these library may distract you from learning C/C++ themselfs.
I also recommend you to use SFML over SDL since it is less likely to distract you from learning C/C++.
Again I recommend you to do simple CLI projects to learn C/C++ before you start using advanced libraries to make games
Hmm, I had recorded a few videos and uploaded them on my own channel here: https://www.youtube.com/playlist?list=PLNwbUoah6frK3PPzuUzf1qCYmSfUA4rW3
That's been a while, though. I also know next to nothing about video editing; this is just straight-up screen record and go.
> regarding copyrighted material in videos
Well, I rather meant using copyrighted images, characters, visuals on the website. Like for example a header with the Neverwinter Nights logo or stuff like that, on the xoreos homepage. That would just be wrong, I think.
> I think the progress/bug tracker that openmw uses is extremely good at illustrating the project's progress
Moving to trac for the bug tracker is something that's planned, yes. The problem there is that the server hosting xoreos.org is managed by a friend of mine and he's kind of low on free time to set up trac at the moment.
I use this one on my phone, I don't know if they have a PC version. This one's pretty great, it's got a bunch of different kinds of checkers and local multiplayer.
https://play.google.com/store/apps/details?id=com.dimcoms.checkers
Veloren. It's still pretty early in its development, but the rate of development is really impressive. I'm hoping it can unify the Trove and Cube World's playerbases to something that is similar, yet superior to both.
My point exactly. They were looking to expand into the young kiddies demographic, especially in the education sector. Nadellla admitted as much shortly after the purchase.
I'm working on a new video. I'm going upload it to my channel on Odysee. I hope you enjoy it once it comes out (At the end of the month, hopefully)
All of those Godot features are true! It really is a great engine. One small correction: the Vulkan support is far from finished, but the initial implementation is in the main development branch today. The final stable implementation is supposed to be finished in a the coming months.
I'm aware. But how you define "data" will give you a wildly different number of results. Are adventure games ScummVM supports just "data" for ScummVM? Are NES games just "data" for an NES emulator? If you accept all the games with supposedly "open source code but proprietary data", you're either going to come to this conclusion - because many games include some kind of turing-complete code in said "data" - or you're going to come to the conclusion that most of them aren't. Or you'll just ignore definitions entirely. In either case where you accept software portions as "data", what's to stop someone from having a basic shell in Python that loads the real, proprietary code in "data"?
As I said, our list is of games that are completely libre. Not half libre or 99% libre. The entire point of the list is to showcase what exists among 100% libre projects. They'll be drowned out if they have to be mentioned alongside the dozens or possibly hundreds of widely-known commercial games that you could argue are "libre with proprietary data" in some way.
> so, you libre definition is the same as debian and wikipedia?
The definition of "libre" isn't exactly contested here. If you need a defining authority, try the Libre Game Wiki: https://libregamewiki.org/Free_games
I actually didn't know there is a github repo (is it a mirror?), sourceforge also shows updates.
openhub can also be used to see how much recent activity a project is getting (it shows how many commits/contributors there are in a year ). Although sometimes the repository is out of date (e.g. when a project migrates to github) so you might not see activity.
Android - very unlikely.
Link (I believe this is the last version, development officially stopped in 2015): http://stuntrally.tuxfamily.org/
(UPD) Oh... I'm sorry. I've just noted you were asking not just about a racing game but a game for Android... sorry, too tired from a workday, wasn't attentive...
Some open source games has died in the past because they are no longer maintained. SMC is completely dead and is no longer installable: https://tracker.debian.org/pkg/smc Their homepage is still up: http://www.secretmaryo.org/
Another Open source games that might go the same way soon is Frets on Fire because noone will update it from Python 2 to Python 3
So games under a open source license can still die out if noone maintain them
Possibly a counter example, Cube 2: Sauerbraten is excellent and while it’s certainly aged quite a bit I thought the graphics were pretty great when I first played it over 10 years ago.
Thanks! It's a fair concern, I'd say use of the Allies/Soviet faction logos would be the most blatant. The cut scenes used in the chrono vortex intro I'd think (hope) is fairly edited beyond the original. However these won't exist with the game and I plan to bring aboard some nice custom logos for the factions. The new modern 3D motion graphics in the trailer are purchased licenses and will be used with various mission briefings in the campaigns.
As for in-game assets (gameplay) it rests on the general licence that follows the OpenRA engine which so far seem pretty reliable. http://www.openra.net/legal/
It comes with Red alert 1, Dune 2000, and Tiberian dawn.
A few of the original Red alert 1 campaign missions have been implemented.
There's also online play and competitive play.
It seems that your comment contains 1 or more links that are hard to tap for mobile users. I will extend those so they're easier for our sausage fingers to click!
Here is link number 1 - Previous text "0AD"
^Please ^PM ^/u/eganwall ^with ^issues ^or ^feedback! ^| ^Delete
FYI, I posted a help wanted thread on OpenGameArt this morning. We're missing some crucial pieces of art to finish off the map I talked about in this update. I'm doing what I can by myself for now to fill in the gaps, but it's not going to be completed until we get an artist. Regardless, whatever we have finished will be in the development snapshot release that I hope we can publish two weeks from now.
What distro are you using? I'm on Windows right now but I believe the only thing that isn't included in default Ubuntu is libsdl2-2.0-0
I'd like to blog on http://freegamer.blogspot.com about the game but it needs to be clear what the code/art(is there art?) licenses are. Can you write that info in the project description at https://sourceforge.net/projects/scrolling/ perhaps?
UE4 is not open source by any typical definition, this doesn't belong here.
Edit:
It doesn't meet the free software standard, it doesn't meet the OSI defined standard, nor does it even meet the much more lax non-commercial standard often used. It requires a percentage of revenue to be paid as well as the subscription fee and does not allow distribution of source to users. See their EULA:
https://play.google.com/store/apps/details?id=com.unciv.app
There's a link in the README.md so its an official link and not some rando compiling and distributing it as their own.