So make sure you don't miss Sealed Bite, a fun little/short jump and run:
Obvious inspiration comes from the very popular Celeste game.
You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).
Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!
The demo is available at GitHub, requires using an unstable build (unless you're building yourself) and the use of `git lfs clone https://github.com/godotengine/tps-demo.git`.
Thanks to its Patreon project, Godot Engine makes about $8000 per month (nearly $96,000 per year - of course there are Patreon fees but there might be nonpublic donations/support as well), which allows it to be much more than a passion project. Godot is being legally represented by Software Freedom Conservancy (I recommend this fantastic podcast about it).
One thing that bugs me about Godot right now is their download page:
Specifically this:
Put yourself into the shoes of somebody new to Godot. They want to download the engine of course. Let's assume they know the difference between 32 and 64 bit but how are they supposed to make a fast decision whether to get the "Downloads" version or the "Mono Version (C# Support)"? For the longest time I thought the C# support does not support GodotScript.
If C# is stable, why not include it by default?
If C# is unstable, why present it as an equal to the stable version?
Anyways, let's look forward to a stable 3.1 and much useful documentation. Documentation for modern game engines by the way means free-to-use sample projects with code you can understand.
There actually is one functional FPS tutorial with no sound at all and unpleasant controls but technically it seems fine:
By the way, I'm collecting open source game(dev) Discord servers on the following server: https://discord.gg/usAHQdz . 14 so far. Let us know if you know of any missed ones!
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.
First off (and you probably read it elsewhere before): The awesome Godot game engine got a really awesome 2.0 release a few weeks ago. It also got independent of it's original developers (who stay active in development), and the first larger commercial game with it was released on Steam just a few days ago.
Fresh of the press is a FOSS release of an pretty awesome competitor though: The Atomic Game Engine was just released fully under the MIT license! Its render engine is a fork of the pretty nice Urho3D renderer, but it includes an cross-platform integrated development environment similar to Godot:
Looks nice, but where is the Linux binary release? :(
Dive into the source code here. Similar to Godot it features some neat platform support: Linux, Android, WebGL, Windows, iOS and OSX (resorted for significance ;) ); but unlike it you have much more and more common scripting languages at your disposal: JavaScript, TypeScript, C++, and C# scripting in the works. Especially the latter could be interesting if someone manages to make an Unity3D compatibility layer for migrating and open-sourcing Unity games...
For a nice overview, don't miss the GamesFromScratch video and introduction tutorial (from back in December 2015 when it was not yet MIT licensed):