Looks like battleMETAL will fill some Mechwarrior 2 nostalgia
| 3:23 AM

By On 3:23 AM

Just came across this cool video and project which aims to implement a Mecha game and SDK on the Quake1 engine (Darkplaces specifically):



You can find more details on their website and the Github repository.

Art assets are apparently not available yet due to some non-free placeholders, but I hope this will be changed soon. Also no multiplayer, but that might be possible to fix.

Also really cool would be a Occulus Quest VR port via the already available and quite awesome Darkplaces VR port called QuakeQuest.

Leave a comment on our forums.

SuperTuxKart 1.0 release
| 11:22 AM

By On 11:22 AM


It's been a long and winding road for mascot racer SuperTuxKart, but after more than ten years of continuous and dedicated progress, the team has finally announced the release of build 1.0, marking an important development milestone for the project.

 As quoted from the official release post:

Yes, if you have followed our development a bit, that might be a bit of a surprise. But we have been asked why we don't call this release 1.0, and the majority of us developers discussed this and decided that indeed this release is a major milestone that deserves the big 1.0 number.

Indeed a nice surprise and definitely a big step forward with the inclusion of online multiplayer!

See more new features in the official release video:



As usual you can download the game here. Also don't forget to head over to our forums to provide some feedback to the developers.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

DevCorner: Exciting news from the Godot Engine project
| 7:34 AM

By On 7:34 AM

The Godot Engine ("the open-source answer to Unity3D") continues to make exciting progress with the recent stable release of version 2.1. Besides lots of small usability improvements to the GUI, the main new feature is a asset sharing store build right into the editor:

This should hopefully result in a lot of extremely easy to use assets, and I am looking forward to seeing a lot high quality assets from OpenGameArt.org transferred into it ;)

In related news, it was recently announced that there is work going on to allow C# (a extremely popular game scripting language also used in Unity3D) scripting in Godot besides the current Python based custom language. So this should lower the entry barrier for indie developers significantly, and maybe we will even see a conversion utility for open-sourcing simple Unity3D games?

Furthermore they are also working on a visual scripting system akin to Unreal's Blueprint or what you can use in the Blender Game Engine. Yeah, visual programming systems are usually pretty limited, but they have their use-cases and definitely lower the entry barrier for artists (map events or shader scripting). Or to put it in the Godot Engine developer's words:
To make it clearer, it is not our belief that forcing programmers to write code with visual blocks will result in a more efficient workflow. We know other game engines and solutions try to sell you this point of view, but rest assured that this is not our view or intention. We stand by programming and still believe it's the best.
So then, again, why visual scripting? Our goals with it are the following:
  • Provide a way for non-programmers to experience what developing in Godot feels like, by ensuring they have a way to manipulate their game's logic.
  • Allow programmers to set up their scenes, AI, etc. in a way they can expose the coarse parameters and logic to level designers or game designers. This way, they can do tweaks without bothering programmers.
  • Allow programmers to expose how data is organized in a visual way. Godot's VisualScript has so much flexibility in how the graph flows that it allows creating dialogue trees, coarse game flow, event handling, etc. with small effort.
Please understand it as just an extra tool, not as a replacement to programming. It will be possible to use both GDScript and VisualScript as complementary tool in a same project.
Sounds pretty good doesn't it?

Oh and last but not least, after long waiting the first version of the Godot based point and click adventure framework Escoria has been released. It is based on the work done for the pretty cool commercial game developed by the original team behind the Godot Engine, so it should be quite powerful. You can find the source code here and a nice manual here.

P.S.: There is also work on-going on a higher level networking support for Godot, which should really help with multi-player prototypes.

Blackvoxel, an ambitious Minecraft/Factorio mix?
| 6:19 AM

By On 6:19 AM

Check out this interesting (somewhat recently GPLv3 re-licensed) game Blackvoxel:



As you can see it has some interesting mechanic which they call "Molecular Voxel Interaction Engine". As seen in the trailer above, it basically allows you to automate crafting, resulting in interesting "programmable" factory setups.
Of course this might sound a bit too much like actual work and not fun... but given the big fan scene for the closed source game Factorio, I would say it can be more fun that it looks at first ;)

Blackvoxel itself probably needs to be a bit more of a game instead of "just" a sandbox, but there is big promise in the overall concept, so give it a try :)

DevCorner: Superpowers HTML5 collaborative game maker open-sourced!
| 2:59 AM

By On 2:59 AM

Great news for HTML5 game developers: a few days ago Superpowers was released under the ISC license.

What is Superpowers? A game development platform (an integrated editor but you can collaborate in realtime online; how cool is that! :D ) for making HTML5 games using TypeScript (a superset of Javascript). But you will also be able to work with other languages, so far support for the well known LÖVE2D is available.

Learn more in this video:


The source is available here and there is also an repository with a few sample games. If you like what they are doing, please consider becoming a supporter.

Looking forward to your new HTML5 games!

Warsow 2.0 is now almost fully FOSS!
| 3:21 AM

By On 3:21 AM

Great news for the FOSS enthusiasts: after many years of constant nagging the latest release of the great parcour/arena FPS Warsow has now most of it's artistic content under the Creative Commons Attribution Share Alike 4.0 license (with a few remaining but clearly marked ones under CC-by-ND).

Also updated particle effects in Warsow 2.0
You can find more screen-shots in the above link and the full changelog here.

Rendering speed was also increased (claimed to be 30-50% faster) and a movement tutorial is now included.

So far I always recommended Xonotic over Warsow as the coolest (=most competitive; Red Eclipse is also cool, but much more casual) open-source arena FPS, but I think I might reconsider this now...

Happy fragging :p

Xonotic 0.8.1 released & related news
| 10:41 PM

By On 10:41 PM

For those that are not keeping up to the latest development branch (via the autobuilds), the Xonotic developers have released a new version with various smaller changes and new official maps.

From the user "Antibody" (known for his duel commentary videos) comes this nice video overview of the new features:

(please note that due to video capture performance reasons the graphic settings are pretty low, and the game can look much nicer with different settings)

On the longer term horizon of Xonotic development, there is the very exiting news that they are currently porting their game to run on the same engine that Unvanquished uses. With this the future of Xonotic is indeed much brighter, as their current engine has not seem much development lately. See more details in this thread.

Oh and while we are talking about FOSS arena FPS: A short while ago Red Eclipse also released a new version. Changes include updated to the AI Bots and a build in universal updater to easily follow the latest releases.