Dev-corner: m64's Development Lessons and Agile in Free Open Source Game Development
First, a disclaimer – Bulletstorm is a big, single-player heavy, action game. If your game is different, the observations might not apply. Some observations are shaped by how Unreal Engine 3 works and might not be easily applicable to games created with other engines. Some might be difficult to apply due to technical limitations of an Open Source process – like having to exchange data through the Internet. Without any further ado, here goes.Speaking of development: PARPG is doing an Agile/Scrum-style one-month sprint. This means that the whole team is working towards a handful of goals and that there are 30-minutes progress and planning reports twice a week [announcement]. The main theme of this development month is "Player Character Creation".
I'm currently contributing as UI designer on the project and am very motivated by the feeling of 'single-mind development' - the knowledge that man people from different spheres work on one main task at a time. It's great to know that not only I finish a design task but that it's going to be working in-game soon.
Please note that this is not a one man's work. I actually created no part of this image but only drew some lines and moved around existing images by other artists! See this file for a list of the work in the mockup.
Do you consider m64's suggestions relevant to free game dev? Are there any principles/structures you have seen in foss game projects that improved development? What do you think of applying Scrum to open source games?
Political Space Warfare
Unfortunately, its Windows only at the moment, but the team are planning to port it to Linux/other platforms as soon as possible, which will be a lot sooner if there are any of you willing to help :)
PARPG
In a quick aside, PARPG is looking for a Lead Writer/ So if any of you are in the mood for writing some Post Apocaliptic fiction, be sure to have a lookContributing to FPSs, RPGs and other games by sharing thoughts and spreading words
Radakan (RPG) is currently a solo project that uses the Python 3D engine Panda3D. Project lead Taldor would like help with the game design, GUI design, Writing (dialog & quests) and content creation (creating and converting models, managing the content pipeline). Warning: Radakan's website is currently down, best way to get in contact is irc.freenode.net#radakan.
CubeCreate (FPS + Editor) will be a Lua-driven Sauerbraten-based engine. It could use some design help for editor accessibility improvements and thoughts on asset management (model/texture import) while the developers port to Lua.
0 AD (RTS) has a a well-compiled list of tasks.
Megaglest (RTS) would like to have somebody find more players for the game. In my humble opinion it could use the help of an audio designer to take a look at some files' volume levels as well. :) A re-work of their homepage is being discussed as well.
Ryzom (MMORPG) still needs to port the world editor but also would be interested in designers to work on a 3D editor.
LinWarrior3D (Mech Action) will soon have a new release. There might be a git repository soon. I got a list of possible tasks:
- Homepage enhancing, either with Drupal or static (portions of the website should have the feeling of you-are-in-the-world rather than you-are-reading-the-website). There needs to be resemblance to the current homepage for keeping identity.
- The HUD-Displays could use an overhaul.
- Concepts for a world setting, places, factions for (GTA-like) emerging gameplay - to enhance and populate the game world.
- Concepting a tutorial at the current state of interaction
*remember, this is a collaborative blog, I'm one of currently 4 posters :)
From death declaration to dragons and damnation... and two 2D map editors
- Enhancements to the editor and map format
- New units, tilesets, maps, translations (italian and portugese)
- A campaign
The new map format is 'patch-based', which is like 'tile-based' I suppose, only that it allows you to use tiles of any dimensions. The editor works well, it could only use a 'tile draw mode' which would continue to draw tiles while holding down the mouse button (this happens for units, but not for tiles). Here's a video [tinyogg] demonstration of the editor, make sure to skip if it gets boring, I show off tile, resource and unit placement and then test-play the map.
What I really really want BW to have is a tower defense map/mode. :)
Since I started talking about editors, I'll just go ahead and show the PARPG one:
You probably know of the lack of a maintainer for PARPG but there are also coding and asset-making jobs to do for Techdemo 2 - enter "2D" and "3D" into your browser's search function to filter out the art tasks. A list of 'good tasks for new programmers' was written, you also ask for guidance here. The current programmer's hot topic is "inventory and objects".
Did I already mention that my Linux game video recording troubles were over the day I discovered this guide to use ffmpeg for it?
Remember my high praise of krank? Well now thanks to above post you can finally witness [tinyogg] visuals and sound in motion!
Also, dear Linux users: get youtube-dl if you're unable to use the youtube website. It owns. Look for it in your software repository.
Oh wait, I forgot one piece of news:
First PARPG Techdemo
You can walk around, talk to other characters, change to different (placeholder) maps, listen to background audio tracks and play around with the settings.There is a little more: container items and basic inventory functions work as well. Battle, quests, character development and interactive map objects (locks and traps?) are what is missing from allowing to implement a loaded rpg.
Another piece of news is that the project manager, barra, is leaving his position. The best place to discuss PARPG's management's future is their IRC. You can also read more about barra's stepping down in this IndieRPGs article or this PARPG announcement.
Of course the project is seeking a new manager to take over the management tasks. We shall hope for a brave and experienced sir or lady to claim that throne. (Did I mention that the decision-making process is rather democratic in PARPG?)
The developers are restless of course and are working on the plan for the next tech demo! Read this proposal of features and participate in its discussion!
Yet another piece of news: you can now listen to all game audio tracks on this page. (So far only one has been featured in gameplay videos). My current favorite is Timong's "Depths 1":
Contributors, contributors, contributors
The development structure of FOSS game projects can be a one-man show, it can be semi-closed by having a fixed team and little web presence, it can have lots of tasks without anybody knowing what needs to be done, or it can be plain frozen until a developer decides to pick it up.
Today, I will try to pick some of the open development ones that provide some kind of ordered task list and provide instructions in the case of media creation being the job.
Programming
Syntensity has some open tasks (having played the game helps understanding :) ), which involve tinkering with the Sauerbraten-based engine and JavaScript.
I just found out on #ufoait that UFO:AI is soon to release the first version that allows you to win the game. This will make the squad tactics game be eligible to a line on our list of complete foss games! There are still a few tasks to complete before 2.3, a humble list compared to all the open issues.
PARPG developers wants to ship the first tech demo on 10th of March but could use some Python programmers' help. The engine used by PARPG, FIFE, just released 0.3.0, introducing internationalization as one of the features. One plan for a forthcoming version is to improve rendering performance.
Never mind the sidetracking, regarding PARPG programming: here's the first step (chat) of involvement and the second (forums). :) In case you're worried about setup complications: being on Arch Linux it has been no effort for me to install fife-svn and test the svn version of PARPG many times.
Current PARPG status
I told you about the problems of getting Bitfighter to run on my x64 system. Others suffer from the same and now the development team is looking for someone willing to take a look at our errors and their code in this thread. Should you happen to take a look and have an idea of what the problem is but are too laz.. busy to register at yet another forum, please do comment on this post. :)
Assets/Media/Art
Racer is getting prettier and prettier and hopefully the instructions for making cars, using the editor and creating visual themes will let some race track artists do their magic. I recommend the racer-dev group for getting in touch with the developer.
A list of wanted voice lines for NAEV was compiled. For brainstorming, a PiratePad was used, which is based on the FOSS collaborative web text editor etherpad.
jClassicRPG recently received a new voice pack but is still looking for more voices. If you are or you know someone who likes to put their voice to use and has a way to record it, go to/direct them to the updated voice acting instructions.
irrlamb documentation now features a wiki page on level editing. For questions and feedback use this thread.






