Anima – Gate of Memories which I’ve posted about earlier was funded with 33 hours to go and new stretch goals.
Currently ~93,000 was raised, so we can still make it to at least the 1st stretch goal.

We still have a time to make our stretch goals possible.
Here you have a list of our objectives:

 $100.000

-10 new skills and powers for each of the characters, including the psy skills trees.

-A new enemy type; Solomon Golems.

-The Wake, An endgame additional dungeon that will serve as a survival mode for players.

-New cutscenes and dialog lines.

-An additional Messenger, Malekith, the Lord of Nightmares, as a boss enemy with its own area, the city of Graven.

 $120.000

-10 additional new skills and powers for each of the characters, including divine gifts.

-Four new additional enemy types; elemental lords.

-A high detailed new zone to explore; the city of Archangel.

-A vocal main theme and ending melody.

-New sub-quest missions and additional events.

 

Kevin Kettler of Replay Games let me know that their upcoming two games Leisure Suit Larry in the Land of the Lounge Lizards: Reloaded and Fester Mudd: Curse of the Gold, are coming to GNU/Linux, probably even at the same day of the original release.

“Hello,

Replay Games is trying to get the word out on two popular titles coming to Linux! As you probably know, Replay has been hard at work on the remake of Leisure Suit Larry which had a very successful Kickstarter campaign. Leisure Suit Larry is one of the most iconic characters in the history of computer gaming. The game follows the life of Larry Laffer, a loveable loser who is a balding, dorky, double entendre-speaking, leisure suit-wearing “lady’s man”. The new Larry game is going to be expanded and enhanced in every detail and ready for mobile devices, PCs, and LINUX!

http://steamcommunity.com/sharedfiles/filedetails/?id=111450196

Replay will also be releasing a new retro style adventure game called Fester Mudd. Fester Mudd: The Curse of the Gold, is due in January 2013 on Mac, PC, iOS, and Android. The game is a throwback to the old school adventure games that dominated gaming in the 80’s and 90’s. With a western theme and strong comedic elements, Fester Mudd will be Replay’s first original intellectual property adventure title. Al Lowe, famed creator of the Leisure Suit Larry series, raved about the game, “I laughed, I cried, I laughed some more. Actually, that crying part is a lie. Fester is a good ol’ timey adventure game in the true spirit of Sierra’s best games!”

http://steamcommunity.com/sharedfiles/filedetails/?id=108161841

Kevin Kettler,

Replay Games”

 

“Fester Mudd will definitely be coming to Linux at the same time we release for windows.”

 

For those who didn’t want to pledge to  Leisure Suit Larry in the Land of the Lounge Lizards: Reloaded because no GNU/Linux client was confirmed at the time, you can still pledge here!

 

 

Noctemis is a mix of adventure classics like Megaman and the legend of Zelda with a unique art style and story driven horror-adventure experience.

What is Noctemis? 

Noctemis is a side-scrolling platformer Video Game for the PC, Mac, Linux and eventually the Xbox, OUYA, and PS3 target markets.

Backstory:

Noctemis takes place during the late 1800’s, on a small island slightly north of mainland Europe, in the modest town of Horrow-Brook. Horrow-Brook was once a beautiful and bright city of opportunity and life. However for over a decade a curse has plagued the city of Horrow-Brook. This curse causes those who fall asleep to drift into a comatose state and release horrifying dream spirits into the world around them. This curse has slowly caused the entire population of Horrow-Brook to slip into a state of horror and deprivation.

Spirit Example (Dholl)
Spirit Example (Dholl)

The people of Horrow-Brook were panicking as more and more people fell into their deep sleeps and released these nightmarish creations into the world around them. Just as all hope seemed lost, a powerful and frightening figure, known only as Mon. Sr., brought the people of Horrow-Brook together and gave them the tools necessary to fight against these spirits. These tools consisted of specially designed weaponry and armor meant to combat the spirits. The most potent weaponry that Mon. Sr. brought to the people of Horrow-Brook was known as Syrum S.

Syrum S is a liquid concoction that prevents those who inject it from dreaming in their sleep, and therefore they become incapable of releasing these “evil spirits” into the world around them.

Witch Spirit (Dholl)
Witch Spirit (Dholl)

Just as with any drug, humans eventually become more tolerant to it and therefore need increasingly high dosages in order to benefit from the effect. This increased dependency on Syrum S would normally not be a problem, but unfortunately Syrum S is very expensive.

Due to the high cost of Syrum S the people of Horrow-Brook have stopped spending their money on the other necessities of life such as repairs to their homes, the purchasing of toys for their children, and even simple things such as the care of their clothing. Due to these circumstances the city of Horrow-Brook is in a state of disrepair. Buildings are missing doors, have broken windows, leaking rooftops, and the city bell tower hangs to one side as if ready to fall onto the cobblestone street below.

Not only has the general economy been devastated by the need for Syrum S, but the Order requires gratuitous amounts of time from any healthy, strong, able bodied man to fight for the order against the spirits of nightmare. This has left no time for the youth to work the fields, fish the ponds, cut the trees, or repair the buildings.

Fears of the Sea bring about horrific sea creature nightmare spirits. (Dholl)
Fears of the Sea bring about horrific sea creature nightmare spirits. (Dholl)

As time has gone on more people cannot afford their dosage of Syrum S and therefore risk the chance of releasing dark spirits from their dreams.

In the beginning, with the release of the first dark spirit, the ocean began to swell, the sky grew dark, the trees started to die, and a darkness began to crawl towards the island from the distant horizon as if attempting to slowly swallow the city of Horrow-Brook in eternal darkness. No ships have visited the island of Horrow-Brook since that day, and no contact has been made with anyone outside of the island since that day other than Horrow-Brook’s savior, Mon. Sr. , leader of the Order.

Mon Sr. (Dholl)
Mon Sr. (Dholl)

 

Current Setting(Where the game starts):

It has now been over a decade since the first spirit was released from a dreamer, and over a decade since Horrow-Brook has been cut off from the rest of the world. The people of Horrow-Brook now worship the Order in a cult-like fashion. This is done in order to stave off the paranoia they all suffer from as they fear each other’s desire for Syrum S as well as each other’s ability to release these evil spirits if not given the appropriate dosage of Syrum S.

Some spirits even burrow under the ground. (Dholl)
Some spirits even burrow under the ground. (Dholl)

No one knows how the curse came to be. Many people blame the sightings of the spirits of the dead in the graveyard on the edge of town, others question the eerie light that comes from the abandoned lighthouse, some even say it is a gypsy who brought the curse over from the mainland. Whatever the case, the horrors of this world have been spilled onto Horrow-Brook in the form of evil spirits, and there are few capable of taking up the challenge of solving the mysteries of Horrow-Brook as well fighting their way through hordes of evil creatures.

You play as the intelligent scientist Eldwin Kershner:

Eldwin Kershner (Dholl)
Eldwin Kershner (Dholl)

 

Main Character & Character Options:

Eldwin is a scientist who has dedicated the past ten years of his life working for the Order in order to create weaponry to fight the evil spirits who inhabit Horrow-Brook.

Your character will develop new skills and become adapted to his environment as you play the role of a scientist with the ability to create weaponry to fight against the spirits as well as create useful gadgets to assist you against any obstacles that get in your way.

The picture below is an example of an armor set you can create in-game for your character in order to combat the nightmarish creatures in the game.

Eldwin Spirit Hunter (Dholl)
Eldwin Spirit Hunter (Dholl)

After defeating spirits Eldwin can bottle their energies and release them to summon powerful spirits to fight for him. Very similar to summoning creatures in Final Fantasy only they stick around until they run out of energy.

Fulgrous: The Hound of Cruelty. (Summon Spirit) (Jared Sandall)
Fulgrous: The Hound of Cruelty. (Summon Spirit) (Jared Sandall)

 

What is the world of Noctemis?

The world of Noctemis is a dark and Horrific place.  Spirits Haunt the houses of those who have become “dreamers”, the dead walk the earth, and terrible nightmarish apparitions stalk the outskirts of roads, chapels, and the shoreline.

The people of Horrow-Brook are distant, as if appearing to be here in body, but not in mind. Darkness clouds the sky at all times of day and night, and a crawling darkness threatens to envelop the city of Horrow-Brook as it approaches in a thick, cloud-like substance from the distance.

Imagine your worst nightmares come to life, your childhood terrors become a reality, as you experience this dark, alternate version of the world around you.

Your nightmares become reality. (Dholl)
Your nightmares become reality. (Dholl)

No matter your personal fears, fantastic whims, or curiosities, Noctemis is sure to be an encompassing and enjoyable experience for anyone who likes a deep and enthralling storyline mixed with fast-paced gameplay and a rich environment as well as a unique art style.

Gameplay Details?

Noctemis rewards skill as well as creativity.

There are a plethora of unique items to choose from, as well as a great upgrade and creation system that really tries to strike home the idea that your character is a skilled scientist and mechanic.

Even the armor your character adorns changes your movement, the toughness and speed of your character, and the ability to climb, jump and maneuver about the world around you. Collect resources and gadgets and implement them on your workbench to create cool and unique weapon combinations.

Noctemis is a sidescrolling, 2D, action-horror, platformer with a lot of cool and developed puzzle mechanics. The overall gameplay is very akin to a mix of other popular titles such as: super meat boy, n+, binding of isaac, and the Zelda Titles.

Noctemis is truly a unique experience that draws inspiration from many other games, but delivers them in a way that hasn’t been this involved in the way the player’s choice of play-style and overall personal choice have a direct effect on the gameplay.

Fear Causing Crow Caller (Jared Sandall)
Fear Causing Crow Caller (Jared Sandall)

You fight large, small, frightening, and sometimes even deceivingly cute creatures with a HUGE selection of weapons that only grows as the player decides how they want their weapons to react and be used on the enemies they face.

Deceivingly Cute.  (Jared Sandall)
Deceivingly Cute. (Jared Sandall)

In game Screenshots?

Dungeon Room
Dungeon Room
Great Hall
Great Hall
Demo Main Menu
Demo Main Menu

Axis Game Factory is a build your own game platform based on the Unity4 engine which now started a kickstarter campaign.
With this easy to use, noob friendly game creating tool, you can create worlds and whole unique games from different genres.
At it’s basic goal the standard platform comes without the ability to code or import 3d files, however this might change in the “pro” pak in the future.

If you  dream about creating your own game but can’t program or model, now is your chance!

 

MORE DETAILS ON “HOW” IT ALL WORKS!

We have been receiving a lot of fantastic questions regarding the Axis Game Factory and we want to use our first update to more clearly define what Axis Game Factory is and more importantly, what it is not. And please remember, what you are currently seeing is a prototype! Just think of how robust it will be in 9 months when we launch the product!
 
The Axis Game Factory is:

• A powerful yet simple tool for those who love to create, design, build, play and explore games
• A teaching tool for those who want to learn design basics
• A great way to collaborate and create a community through sharing levels and games
• A great way for Machinimators to create carefully crafted Machinima cinematics, movies, series and stories
• A community for gamers and Machinimators to collaborate their work and earn recognition, status and earn reward credit in the Axis Game Factory

 

The Axis Game Factory is not:

• It is not a full professional game engine like Unity or Unreal
• It is not a way to create games for sale
• While it is very powerful and will give players access to many types and styles of gameplay, at launch, it will not able to create every type of game (like MMO’s and turn-based)… that is a “stretch goal”

The Axis Game Factory will exist as a Free-To-Play product with basic design functions and building blocks. People are pledging for assets and extended features. Let’s break down what comes in the Free-to-Play version and what is unlocked in Deluxe by purchasing assets for Axis Game Factory.

 

Axis Game Factory: Free-To-Play
• Basic grey blocks to create environments with
• One generic character to control in “Play” mode
• Ability to save objects in “Build” mode
• Ability to save scenes in “Design” mode
• Two camera options for “Play” mode
• Generic lighting
• Ability to Undo and Redo actions on your saved Objects and Scenes
• Ability to “Scene-Link” up to three levels
 
Axis Game Factory: Deluxe
• Multiple cameras for “Play” mode
• Ability to save your own camera types
• Depth of field and atmospheric options
• More lighting options
• Unlimited “Scene linking” – creating transition points from one built scene to another (with your levels as well as with shared levels)
• Machinima input and playback features – great for Machinima or scripted events in game
• Edit your playable character
• Editing NPCs – textures, dialog, movement/animation, voice over options, etc.
• Editing Enemies – textures, stats, loot drop, movement/animation, voice over options, etc.
• Editing Quests/Objectives – Create quest or objective flows for your game
• HUD Overlays for different game types
• Deluxe Mode comes with a “Starter Pak” theme of your choice (at launch it will include Fantasy, Sci-Fi and Military) – these paks include expansive main characters, NPC’s, enemy, terrain, plants, vegetation, props, building material, vehicles, weapons, lights, cameras, sky boxes, atmospheric effects, sound, VO and ambient music – all in the theme of your choosing
 
Here are some new Frequently Asked Questions we would like to address in this update to help clarify the product.

Q: I have pledged X amount and will receive X Asset Pak(s) according to my donation level, will I have to pay for more assets later? What will they cost, if anything?
A: At launch, we will be releasing a substantial amount of assets for you to build the most diverse games possible from Day 1 in the paks that you have secured. Those who pledge get a large amount of assets for the donation price! After that, we plan to support the Axis Game Factory with more tools, themed paks, assets and features on a regular basis.
We plan to provide regular software updates to continue to improve upon the Axis Game Factory, and that will come automatically with the Deluxe feature mode. Additional assets and features will be made available for purchase OR acquired through in-game credit you have earned.

Q: How do I purchase/acquire more asset paks and features to expand my Axis Game Factory warehouse?
A: There are two ways in which people can bring in more features/assets to their warehouse – the first is to purchase them directly from the store. Items will be priced appropriately and will cost as little as $1.00 and could be as much as $25.00 – depending on what it all entails…
The second way to access new assets and features is through earned AGF credits… There are three ways you will earn credits in the Axis Game Factory: 1) Through time spent playing and creating in the Axis Game Factory – at the factory – you clock in on your time card and you earn AGF credits for doing so… the more time you spend, the more you earn. 2) When you post your creations to the Axis Game Factory, your peers get to help build your status… the more other players “like” what you’ve made, the more credit you earn. 3) By the amount of direct shares of your creations… this applies to games as well as any Machinimation created and shared on the Axis Game Factory You Tube site as well.

Q: Can I sell what I make with Axis Game Factory?
A: Currently, the “Deluxe” mode is not set-up for a retail model whereby players can monetize on their games except through the earned credit they receive to go toward the purchase of additional assets. The playable levels are made to work within the Axis Game Factory software only and cannot be distributed through other platforms. – We are looking at creating a “Pro” version – but that will not be made available until after we launch the Deluxe mode and have time to develop a proper model that will benefit our community accordingly.

Q: If I create a game or Machinima video, who owns it? Are there licensing issues with using the art and assets provided by Axis Game Factory?
A: Everything you create through Axis Game Factory is yours. We will not come after you with scary lawyers demanding a cut of your internet fame and fortune 😉 We will provide you with the proper language stating that you have the legal rights to use the assets in the Axis Game Factory. We will reserve the right to use clips of your work for promotional use only.

Q:  If I build a house – can I go inside that house?
A: The Axis Game Factory is an open toolset that allows you to build anything – homes, buildings, cars, military vehicles… you do this in “Build” mode. In “Design” mode, you bring your assets in – or assets that are already complete and you begin to build your game level. You can go inside your house, furnish it, or bust it up – it’s up to you. The user interface is very easy to use – you don’t have to be a game designer or programmer to figure it out. All of the assets and most of the characters are scaled to work in a realistic way so that you can enter and exit buildings easily. You could also use Scene Linking to have an exterior of a house or building and create a whole scene that is the interior!
 
Here are some interesting quotes from the devs :

“Hi,

We have actually been making games as a studio for over 16 years… full games on multi-sku platforms and not the kind that use middleware as a jump point.

The PlayStation Home content that we have created as of late requires a ton of programming, as their HDK in built in LUA and is very difficult to program for. Additionally, we are one of a few that have actually created full blown games for the platform – Emo Ray vs. the Intergallactic Teddy Bears just shipped in November. Here is a link to the article that highlights the game…

http://www.hsmagazine.net/2012/11/emo-ray-vs-the-intergalactic-teddy-bears/

Furthermore, we have a team of programmers creating the Axis Game Factory, so rest assured, we know what we are doing, have delivered for decades and are quite confident we have an amazing product on our hands that consumers will enjoy and get that it is much more than a GUI overlay.

Thanks for your email,

Tammy McDonald
CEO
Heavy Water”

 

“If you are interested in checking out the regular software progression, you are welcome to check out the videos that are posted regularly here: http://www.axisgamefactory.com/videos.htm

 

“Hi Dan,

Axis Game Factory is a stand-alone product… outside of the additional features, assets and software updates that we provide, and will continue to support with regular updates and content, we are not including any hands-on programming features.

This might change down the road as the product develops as we are considering a “Pro” pak as a stretch-goal, but our immediate focus is to provide users with an easy to use product that ANYONE can create games with and quality assets/content.

Thanks for the support, Dan. I really appreciate your time and hope I was able to answer your question.

Best,
Tammy”

 

“Hi James,

We are so glad you are excited about Axis Game Factory and see the vision that we are creating! There will actually be quite a bit of customization in Axis Game Factory… Depending on the type of game you want to make, you can control your main character’s actions, animation, behaviors, weapons, and gameplay attributes as well as the NPC and enemy characters; they will be adjustable through sliders.

Each character, NPC and enemy will have a variety of selections… from clothing, weapons, animation, sfx and voice dialogue. You will even be able to adjust hit points and damage.

Obviously, we still have work to do – and part of the excitement is working directly with our supports through the Forum once this goes live to collaborate and share the development progress with you.

Thanks again for your support!

Best,
Tammy”

 

“Dan,

So what you outlined in your scenario is basically this. There is a user character in an environment. In order to convey the quest you place an NPC character in the environment. Edit the NPC via the Interface, Turn on “can communicate” radio button. When the radio button is activated a dialog box will appear allowing you to add text to it. This is where you type in your information for the user to read. The character only gives this information to the user if the user chooses to interact with the NPC. The interaction code happens automatically when the user comes in contact with an NPC that has something to say. After the user reads the text and clicks the accept quest button or what ever you happen to name the button. The Quest would be added to the users Quest list. Then the user finds the Dragon you placed and the sword that you reward after it is killed. All editing is handled in the same manner with simple menus. Connecting multiple communications to the same quest would be like adding people to your “circle” of friends. Create multiple characters and add them to the same circle so that the code knows that they are all part of the same conversation for the quest. There are other ways it could be handled but what I laid out is probably the most straight forward.

Thanks,

Matt”

 

“Corpselocker, that feels odd to type BTW. There must have been a miss-communication. I don’t know where you got the “Sliders” impression as the only form of input for any data that might be need for any particular thing. I think it might have been gleaned from a generic answer from Tammy for editing something.

Please rest assured that I want the product to be as flexible and as powerful as it can be without being too difficult to use for beginners. “Easy to use but difficult to master” has always been my mantra for designing product. You want it to be accessible to all and at the same time have depth to keep people inspired. If there is anything I know about in life is making a tool-set like I have outlined in AGF.

I have literally been working towards this product for the last 22 years on a daily basis, almost 23 now. Ever since I bought my first computer an AMIGA 2000 and Lightwave 3d. I create something in 3D everyday, I have the Terra-bites of data since I have started to prove it.

We can all work together to make this product change they way the world creates this kind of content.

Thanks,

Matt”

 

And many more…

A cutting-edge open world toolset for players to create, design, build and share games: by industry veteran Matt McDonald’s Heavy Water

A cutting-edge open world toolset for players to create, design, build and share games: by industry veteran Matt McDonald’s Heavy Water

HEAVY WATER’S OPEN WORLD-BUILDING TOOL-SET

Industry veteran, Matt McDonald, and his development studio, Heavy Water, are excited to bring you a game-changing, open world-building tool-set that provides players with the ability to design, create, build, play and share their very own game creations with user-friendly technology and expansive game assets.

Axis Game Factory puts the power to create an entire game into YOUR hands!  By providing players with endless assets, themes, characters, cameras, game modes – all of the ingredients to make amazing games – the only thing missing? You!

At Heavy Water, we’ve worked on every type of game and genre imaginable; having delivered on over 100 titles. We love to make games, but even more so, we want to put you in the driver’s seat to design and build your own creations, and that’s why we’re here – we need your help to make it a reality!

AXIS GAME FACTORY IS FOR ANYONE – KIDS, ADULTS, DESIGNERS, PROFESSIONALS, DIRECTORS, STORYTELLERS AND IMAGINEERS…   IF YOU CAN DREAM IT – YOU CAN BUILD IT!

At Heavy Water, we know enough about building games, tools and content to know that it just shouldn’t be as difficult as it is!  And there should be a way for EVERYONE to have as much fun making games as us.  We have eliminated the need for you to have an entire game development team and instead, wrapped it all up for you in the Axis Game Factory!

Built for the PC/Mac/Linux systems, Axis Game Factory is a real time game tool-set (built in UNITY) that acts and looks like a scene editor/game development tool but we’ve taken all the hard parts out – without having to know how to program or model in 3D!

  • Full GUI scene and gameplay editing tools
  • Extensive art asset libraries for terrain, foliage, structures, props, atmospheres, characters, lights, and more from different art styles
  • Ability to create custom models from separate pieces to use just like any other art asset in your toolbox
  • Every saved file, scene or model, saves the history so even after you’ve closed and opened the file you can undo and redo the entire file
  • Positional NPC’s that can be configured by altering variables via sliders, attaching animations, voice acting, way points, and sound effects
  • Positional enemies that can be configured with variables via sliders same as NPC’s plus variable for aggressiveness, strength, etc.
  • Scene linking between your different environments to give your game a larger than life feel, linking environments by start and end points
  • Multiple camera choices during gameplay to create different types of games such as FPS, platformer, adventure 3rd person, and side-scrollers
  • Multiple playable characters with expansive animations to fit various gameplay genres
  • Press play at anytime during design development to play your level in progress to test out and then easily switch back into design mode
  • The ability to play back user inputs from gameplay and choose different camera angles to create compelling Machinima
  • Share your in-development scenes with friends who have the same assets to collaborate on a game design
  • Become a real game designer by sharing your final game to the community to play for free and earn status within the community
  • Update your warehouse inventory by purchasing new kits, themes and features

Anyone will be able to download and play Axis Game Factory in Basic Mode  – but if you want all of the bells and whistles, you will need to step up and buy a starter-kit of a theme of your choosing, to unlock the “Deluxe Mode.”  From there, you can add any number of kits and features as they are made available.  You will be able to share your creations with your friends to play and rank you, as well as download other games to play and link your levels to for endless fun!

When we say, “we love what we do” – we mean every word of it – and providing YOU with the tools to create in the same space as the pro’s is a life long passion of ours.  Having published our own games and virtual world content for the last several years, we know there is a better way to the finish line than going the traditional publisher route and having them as the middle-man between us and you.

Through Kickstarter, we get to collaborate directly with you about the game and development features we will be including in Axis Game Factory.  Plus, we don’t have to make compromises with a publisher. We make the development decisions, we market the game, and we don’t have to answer to anyone but you – our fans.  It’s time to put the power of your imagination into your hands and support us through Kickstarter!

We need to raise $400,000 to fund the development team that will be completing the tools, assets, features and networking platform required to support the Axis Game Factory.

The good news is that from our years of game and content development, we have amassed a library of amazing assets, tools, and features that will be going into the Axis Game Factory, so we already have a great head-start!

We have designed the Axis Game Factory to grow and expand with new features and models to support the community.  Once we reach our target  goal, we will begin to add-in more features from our list of stretch goals as they are met as well as input from our community members.  All additional money raised will go straight into the development and support of the game to continue to seed new features, gameplay systems, characters, and additional genres.

 So if you ever dream about developing your own games but can’t program on model, now is your chance !

David Lara sent me an email about a very old school game he ported named L’Abbaye des Morts .
The 2d platform game is freeware and the ported and rewritten game is also under the free source  GPLv3 license.

 

An obsolete videogame for a dark passage of history
In the 13th century, the Cathars, who preach about good Christian beliefs, were being expelled by the Catholic Church out of the Languedoc region in France.
One of them, called Jean Raymond, found an old church in which to hide, not knowing that beneath its ruins lay buried an ancient evil.
A style close to Spectrum ZX, with its dark background and bright colors, proper fit with the story, because it does look old and somewhat horrifying. Also, the gameplay is direclty inspired by Manic Miner and Jet Set Willy.

 


Here is was David Lara wrote :

“Hi!

I wrote this email to you because we released a Linux version of
“L’Abbaye des Morts”, a indie platform game released by LocoMalito
(www.locomalito.com) in 2010 for the Windows platform.

Because the game was made with GameMaker tool, no source code are
available. I rewrite the game in C language with the help of SDL
libraries (the code can be improved, I’m newbie in programming). Also,
I add the feature to “switch” between the original artwork (8 bits
style) or a enhanced version (16 bits style) that Locomalito redraw
for a Megadrive/Genesis port.

The code is released under GPLv3 license. The project is open to
anyone that wants to improve, optimize the code, port to others
platfoms, etc.

A member of the project (doragasu) has ported the code to OpenPandora
console. A port to GamePark consoles is in the works.

Home of the project:
http://code.google.com/p/abbaye-for-linux/
(Here, you can access to SVN repo, and Downloads sections with source
code and packages for Ubuntu, Fedora and openSuSE).

OpenPandora package:
http://repo.openpandora.org/?page=detail&app=abbaye
(Here you can find pictures of the game)

We hope you find this interesting 🙂


Greetings,

David Lara”

 

Only 5 More Hours To Fund Telepath Tactics !

Posted: 29th December 2012 by Maxim Bardin in Uncategorized
Tags:

Telepath Tactics is a turn-based tactical RPG in the tradition of Fire Emblem and Disgaea. It features a single player campaign with well-written characters embroiled in a tale of war and political intrigue, as well as 2-to-6 player multiplayer with support for hotseat play.

 

~$18,000 of the $25,000 needed was already pledged.

We need $7,000 more to make it happen.

And we got very little time left.

 

 

Groupees “Build A Greenlight Bundle” offers 9 games  to choose from (and Desura keys) + many music/sountrack/game bonuses.
Most of the games offered are for Windows, BUT at least two of the games will be available for GNU/Linux at some point in the (hopefully) near future.
So you can get only those two games+free bonuses for $1.5 (or more if you want) !

Make haste because this bundle ends in less than 3 days !

 

Update : Private Infiltrator GNU/Linux Port Confirmed !

 

Salvation Prophecy    ( GNU/Linux Port Confirmation )

Salvation Prophecy is a space epic. Four warring factions battle over control of the known galaxy. Space stations and planet colonies endure constant assault. You begin your journey as a soldier recruit. Through intense planet and space battle, your combat skills will be put to a grim test. Success is rewarded with powerful skills, combat gear, and ship upgrades, and you may rise in rank to become commander of your faction. Lurking in the dark recesses of the universe is a threat foreseen by an apocalyptic prophecy. A danger far greater than mankind’s endless battles.

Gameplay Trailer

 

I Shall Remain ( GNU/Linux Port Confirmation )

I Shall Remain (ISR) makes you responsible for the life of one US Marine who has awoken in a Zombie infested world. Its up to you to lead him on a path that will allow him to survive, fight back and become a leader of men. ISR has superb artwork, music and storytelling that is reflective of the high quality standard that its creators live for. Its creators have challenged themselves to leave a lasting impression on the independent gaming industry with a serious, entertaining and cost-effective game dedicated to a group of young people who created a culture.

Gameplay Trailer

 

 

Private Infiltrator ( GNU/Linux Port Confirmation )

Private Infiltrator is an Arcade-like Stealth game that bears the noir art style. With the aid of numerous gadgets and abilities, the player needs to Infiltrate and disrupt the evil ASB organisation Headquarters. The player will be able to bypass numerous security measures such as keypads that are connected to doors, computers, safes and many more.

The Private Infiltrator (Indie) – Alpha Review and First Impressions


So what are you waiting for ?! get those games+bonuses  now for $1.5 (or more if you want)  before the time on this bundle runs out !

Please note that we will have to wait some time before the GNU/Linux ports of those games will be available.

The post apocalyptic survival game Forsaken Fortress has been funded with one day left to pledge.

Currently we got $111,000 (out of the goal of $100,000), but with more funding – more can be done…

Stretch goals

  • 105,000: Atomic Squirrel Race officially added.(not a joke)Achieved!
  • 110,000: Free play mode(no story, no ending, no limit)Achieved!
  • 120,000: Scenario modes (Defense mode, capture the flag mode, search and destroy mode…)

Kickstarter campaign video

Work In Progress Video #1

So if you want this game please pledge to their campaign !

Help Port Torque 3D To GNU/Linux Via IndieGoGo !

Posted: 21st December 2012 by Maxim Bardin in Uncategorized
Tags: , , ,

Help Port Torque 3D To GNU/Linux Via IndieGoGo !

As I’ve wrote before, Torque 3D was released as open source under the MIT license – however fully porting it to GNU/Linux takes time and money.
For this purpose the creators of the engine –  GarageGames started an IndieGoGo campaign.
The goal is to FULLY port Torque3D to GNU/Linux (including the editor !)
For this GarageGames intends to hire a community member full time to work on the project
We have $29,487 to raise in 45 days.

 

If Torque 3D will be ported to GNU/Linux then many great and promising games will have a chance to be ported to GNU/Linux, this includes the excellent RPG in the final stages of development – Age of the Decadence , the very anticipated zombie RPG game “Dead State” that recently had a very successful kickstarter campaign and many others (this list contains not only games made by T3D, but also games with older versions of the engine).

 

Sadly I’ve seen many campaign that want to bring something for free for the whole community (instead of just for those who pledge) – fail, even trough the purpose is far greater.
Please help bring Torque 3D to GNU/Linux and make it available for all.
This will bring us a great and professional engine to use in our projects.

 

From the IndieGoGo campaign page

We Want Linux to be a First-Class Citizen for Game Development

Right now, Linux has some great programming libraries for developing games, but when it comes to working as a level designer or an artist, the tools are lagging behind Windows and Mac OS X. It’s not from lack of trying. There are great developers working on tools day and night for Linux, but the going is slow. Unity announced an export option for their engine so that game developers on Mac and Windows can export to Linux. This is EXCELLENT news for Linux game players. It’s the same news as always for Linux game developers: to make games: buy a Mac or pay for Windows if you want to make games.

We started this campaign to change that message. We want Linux to be a first-class citizen for game developers. We recently open sourced Torque 3D under the MIT license, and the first deluge of questions were about Linux compatibility. The move to open source Torque was something that the founders of GarageGames wanted to do over 10 years ago, but they also needed a business model for their studio.

Torque is the engine that was originally used in the Tribes series of games, and has seen a number of advancements throughout its history. Since open sourcing it, we have had nearly 300 forks of the codebase on GitHub. You can find out more information about Torque at the GarageGames site and download it from GitHub to kick the tires. Unfortunately, it’s only for Windows right now, so you might have to flex your Wine or dual-booting muscles to try it out.

Deathball Desert

What’s In It for All of Us?

We want a dedicated Linux-native game development platform. We don’t think that Linux game developers should have to switch between machines so that they can develop on Windows and just test on Linux. We don’t think that they should have to fiddle with Wine to get the simplest of editors to work natively, only to have the whole thing crash when importing models. We want Linux to be a native platform for game developers.Burg

Workflow for Engines without Native Support

If you use any of the popular engines out there that have Linux support, here is a workflow (assuming dual-booting).Open editor. Import models, edit level, add logic, etc. Build the game. Export to Linux. Copy the binary to a shared drive. Reboot and load Linux. Copy from the shared drive locally. Run the game. Crash. Get crash report. Copy crash report to shared drive. Reboot. Load engine and crash report. Find mistake and attempt to repair. Repeat.

This loop is a little faster if you have two computers next to each other and a shared device, but even then you’re switching gears and doing a lot of waiting. Waiting means that you have time to get coffee or check Slashdot for news, but it’s also time that you could be making your game.

Our Solution: Linux-Native Game Development

Obvious, right? Well, it should be. But it’s also an answer that takes a lot of time and money to implement. When commercial software companies look at their bottom line, the return on investment for developing software for Linux is really low (and often unknown) in the game engine development world. John Carmack noted during his keynote at QuakeCon that “Valve announcing Steam Linux support changes things a bit but we have made two forays into Linux commercial market, most recently with Quake Live client but that platform just hasn’t carried its weight compared to Mac” (45:26, QuakeCon 2012 – John Carmack Keynote). This was specifically about game targets, but the lack of commercial editor support for game development on Linux speaks volumes on how the engine industry feels about Linux.

Luckily, our platform layer has some of the core functionality needed for a Linux port. Our dedicated server has been used on Linux for a number of years with different games, and that handles much of the core engine functionality. What currently is not working on Linux is the game editor and shared client. That’s where you come in.
Sector

So, How Will the Money be Used?

Well, this is an experiment to see if crowd funding can pay for specific features that people really want in a game engine.What we are asking for is enough money, based on a number of estimates from strong Linux developers who have ported large codebases in the past, to make this port happen. The estimates were between two and three months for a single, dedicated developer. We chose three months to accommodate any found-work that can come up. As software developers, we know that once you start down a path, new work will be discovered, so we wanted to make sure to include a buffer for it.

The project will pay $45 an hour for roughly 3 months worth of work from a single developer (a team can be hired to increase productivity, but there will be a finite amount of money from the campaign to pay them). Of course, IndieGoGo will get 4% off the top for hosting the service. The payment providers (credit cards, PayPal, etc) will get roughly 3-4% depending on international fees, etc. Then, the prize tiers will be fulfilled, shirts and such bought and shipped! The remainder of the money will go towards the development team porting Torque 3D to Linux.

When Will We See Updates?

As it is developed. That’s right. Torque 3D is open source and up on Github right now. You can download it and take it to town, kick the tires, and see what it’s all about. There will also be a Linux branch live on GitHub where you can watch the developers porting the engine to Linux. You get to see the benefits immediately. You do not have to wait a long time watching for infrequent updates, hoping to see something in a year or two. You will have full access to the development branch of the Linux port to see the team’s progress, commit by commit.

But even if we do not reach our goal, and your money goes right back in your pockets, we think you’ll see a Linux port eventually. It just won’t be nearly as quick since the developers have jobs, families, bills, and they’re doing the port of a very large engine in their limited free time. Why not hire them so that the port can be their full-time job? That’s what we want to do.

Our first platform target is 32b Ubuntu, with stretch goals for other platforms to be announced.
Cheetah

I love Linux, but have no money! How can I help?

  • Tell people. Tell your friends and family, local installfests, anyone who would love to make games on Linux.
  • Share this project using the IndieGoGo social tools, your favorite social media platforms, or just by linking to it on forums that you frequent!
  • Leave comments so that we can answer your questions.

About Torque

Torque 3D is based on the 2007 Frontline award winning Torque Game Engine Advanced. It has been actively developed for over ten years, beginning its life at Dynamix for the Starseige Tribes games. After the closure of Dynamix by Sierra On-Line, some of the studio formed GarageGames with the vision of changing the way games are made and played.

About GarageGames

Company Picture
GarageGames is a 3D visualization middleware company dedicated to creating top-tier technology for the game and simulation industries. GarageGames has over seventy years of combined experience and a successful engine platform for the last 10 years.

Humble Indie Bundle 7 has arrived and is guaranteed to keep you entertained all winter long!


Pay what you want for The Binding of Isaac (and its DLC, Wrath of the Lamb!), Closure, Shank 2, Snapshot, and the documentary feature film Indie Game: The Movie! If you choose to pay more than the average, you’ll also get Legend of Grimrock and Dungeon Defenders (with a ton of DLC)! This bundle also comes with many fantastic soundtracks in lossless (FLAC) and MP3!

 

These amazing games (and film!) are DRM-free and ready to play on Mac, Windows, and GNU/Linux, and can optionally be redeemed on Steam (if you purchase for $1 or more). GNU/Linux users can also redeem select titles on the Ubuntu Software Center!

 

The interesting thing in this bundle is that Dungeon Defenders uses the Unreal Engine 3, and yet – the game was ported to GNU/Linux.

As you might recall, Ryan Gordon had problems porting Unreal Tournament 3 to GNU/Linux due to undisclosed reasons (I suspects that it was because of the 3rd party software licensing), and no other game that uses the UE3 was attempted to be ported to GNU/Linux since.

So this may open more UE3 engine games to be ported to GNU/Linux.