Hello everyone! I am a professional computer programmer and hobbyist game developer. Recently I have been porting all my game projects to xenos engine, an open source engine that I have developed over the past few years. Check out my game page to see what I have been working on!!
It has been a long time since I've posted any news about Zero Point War, and I am sure some of you are wondering how the project is progressing. Over the course of development the project has encountered a number of issues, and has undergone several ground-up redesigns. The current incarnation takes the title back to its turn-based roots. It is based off a heavily modified version of Dungeon Tactics 2.0, my open source SRPG project, and provides a highly tactical gameplay experience. I feel confident that the current implementation of ZPW is stable enough to move forward with a limited release.
Check it out here, and be sure to tell me what you think!
So a lot has happened since my last blog. I should really blog about it, instead of blogging about wanting to blog about it, but honestly I'd rather be coding then blogging. In any case, I will be posting some news about the latest developments in both Dungeon Tactics as well as Zero Point War, very soon. Until then, you get no clues except those contained in this mysterious message...
So I just posted another development preview about Dungeon Tactics 2.0, this time detailing party and character progression, as well as the class tree. Check it out here, and be sure to let me know what you think...
So I managed to get Dungeon Tactics running on Debian without installing any non standard libs. I fixed the makefile so you don't have to compile it through an IDE, then created an automated build script, and lastly I packaged all the dependencies that you cant get from synaptic together in a single archive. You can download it now on the official website, at www.dungeon-tactics.com/files/xenos-1.2-src.zip
Follow the install instructions included in the archive. You can use Synaptic to install most of the deps, but don't forget to install the development packages as well the libs. Once you do that, you should just be able to run ./build.sh to compile the rest of the deps and the main app.
Alright, so it is out. And yes, it could have used another week to tighten things up a bit. Balance is way off this patch, and the format change made the shortcomings of the progression system glaringly obvious.
But there are just so many things I want to add, the project risks slipping a week, month, two months between releases, and that goes against the entire open source development philosophy. Release early, release often, get the product out in front of as many people and expose weaknesses and flaws in the design as soon as possible.
So what is next in store for Dungeon Tactics? Multiplayer PvP. Actual class balance. New classes. New monsters, monster bait, some interface changes and gameplay refinements to streamline the experience even father. I'm excited, that is lots of stuff to look forward to!
Dungeon Tactics version 1.4 is almost ready, but I've decided to delay the release an additional week to flesh out the story and dialog system a bit more. This new patch adds basically everything that anyone has ever asked to be in the game. A tutorial, town to sell stuff at, savegames, more maps, more classes, etc, etc. It is huge.
I just finished my newest game! It is called 'Dungeon Tactics' and is a skirmish role playing game featuring retro graphics and unique gameplay mechanics. It was created for the Liberated Pixel Cup; a free software game development competition.
Check it out here : Dungeon Tactics
first look at new open source indie game "zero point war"!
I just posted the first development video of my open source multidirectional tactical space shooter/conquest/rpg 'Zero Point War'.
I created Zero Point War because I wanted to create an open source game that is about the open source movement. Many open source games feature mascots and imagery associated with open source projects, but do not actually attempt to integrate the open source ideals into story or gameplay.
With modern scientific advancements in areas such as speech recognition, search engines, nanotechnology and 3d printing we are rapidly approaching an age where Star Trek style Replicators will be a reality. The only thing that will prevent a person from ordering their computer to print a hot earl grey tea or a pair of Nikes will be copyright laws and licensing fees.
I think legislature such as SOPA is only the beginning; as technology advances there will be harsher and more draconian laws. Copyright can not exist in a world where material goods can be pirated at will. A world where food and clothes can be downloaded off the internet, a world where shelter and transportation can be printed out. Unrestricted access to such devices would effectively destroy the value of all accumulated wealth on earth.
The central plot in Zero Point War is the struggle for control of this technology. Taking place 5,000 years in the future, missions pit corporate copyright enforcers against space pirates in high speed interstellar battles using highly advanced unmanned space probes called "remote presence vessels".
Check out the video, and tell me what you think.
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