Tagged: Unity

Forsaken Fortress is a special RPG game in which you build your base, defences and assemble your team against monsters attacks in a post apocalyptic world.
In this game you must explore the wastelands for material you can use to upgrade your base, build turrets, walls and parts of base like clinic to heal your squad or training rooms  and assemble your team from variety of professions – you will also need to keep their moral high.

This game uses the Unity4 game engine so a GNU/Linux client will be made.
 

 

What is Forsaken Fortress?

Unlike many other existing post-apocalypstic RPG, Forsaken Fortress emphasize on base management, defense, team management and resource collection. In the game you need to build and defend your base from waves of hostiles and to use the break time to explore the surrounding environment for supplies and to work on missions. In order to survive in this dangerous world, you need to assemble and maintain a specialized team that is made up of unique and individual characters. You need to utilize their professional skills in order to achieve optimized team functionality. The game also incorporates many simulation-derived elements, such as building entertainment for the team to maintain morale or upgrading accommodation for the team so they can rest well.

Core Features

While an RPG at heart, Forsaken Fortress draws influences from variety of sources and all that elements work together to provide a cohesive and engaging gaming experience.

Base Defense and Management
Your base will be assaulted by a range of hostile forces, ranging from rival squads to the twisted denizens of Earth’s surface.  Position your forces, upgrade your weaponry, and maintain the perimeter to ensure survival during prolonged sieges!

Resource Collection and Story Based Missions
While your base is not under attack, your squad will need to collect resources and work on missions in the surrounding environment. The most coveted prizes will not be left unguarded, and you may have to fight tooth-and-nail to acquire what you need. Balance survival with completing the mission — an improperly planned all-in strategy could easily lead to disaster!

Rich Character Development and Interaction
You squad is comprised of unique characters.Each character has unique personalities and traits. These traits can be positive - such as the Cat Eye (better performance at night) - or negative – such as Cowardice (a propensity to flee from battle). Traits can be dynamically developed throughout the game. For instance, if you frequently send one person into bloody combat, he or she might develop a trait of Aggressive (may ignore orders during a fierce combat). You can interact with different characters to manipulate their attitude towards you. For instance bribing will increase the relationship temporarily, while developing friendship will increase the relationship in a long term.

Personnel Management
Outfit and balance your expedition teams to suit the needs of the mission, and assign squad members within the base to where they will be needed most – fences will need repair, bunkers will need gunners, the injured will need healing, and supplies must be distributed. Balance labor and relief to maximum squad members’ morale.

Morale Management

Your team will respond to working and leisure conditions as a real team would. Match team members for harmony and effectiveness, determine performance rewards, and construct base facilities to maintain morale.

Realtime Combat
Squad-based realtime combat system brings you maximum tension and a brutal combat experience. With enemies that are ten times stronger and a thousand times more vicious than humans, the only way to survive is to rely on technology and tactics. If you don’t act quickly and intelligently, you will be overwhelmed. Control your character while issuing orders to your comrades. Cooperation between different squad members is a critical part of achieving success!

Mass Destruction
Shrapnel, ricochets, destructible environmental features, and vehicles all come into play within Forsaken Fortress. Take advantage of the game’s advanced physics engine and dynamic environment with exciting strategic gameplay!

 

 

When will Forsaken Fortress be released?

The release date is targeted for the 2013 holiday season. This will be a DRM-free, cross-platform release, meaning you can play on any PC or Mac.

Who is Photon Productions and why support Forsaken Fortress?

We are an indie studio with a goal of bringing some new experience to the futuristic RPG genre. What you see here was put together by a small team comprised of two artists and two programmers in a small underground bunker near new york. We have been working part-time on this project for nearly half a year. Making a RPG game like this is difficult. During this half year, we have experienced many difficulties such as, time shortage, losing manpower, etc. And we realized that it is almost impossible to achieve what we promised without turning part-time staff into full-time. Kickstarter is our best chance of getting funded. And in fact, the Kickstarter’s competitive mechanic is making us more productive and dedicated. We eager to bring you the best that can be offered!

Your funding will be going towards the acquisition of new staff members, pay for software licenses, and to maintain the employment of current team members.
With your help, we will make this game the best it can possibly be! Thank you for your time and your contributions!

 

 

 

The Unity4 Game Engine that brings GNU/Linux support and many, many, many new games that uses it – is finally released !
Unity4 was the number 1 engine of choice by most Kickstarter game projects and thanks to it, they could promise a GNU/Linux client for their games.
Unity4 brings a huge boost to the GNU/Linux gaming – and was a big part of me discontinuing my “Upcoming GNU/Linux Games“  list.
It just got so huge that I could no longer keep track of upcoming releases.

 

The press release :

 

Unity 4.0 Launches

San Francisco – November 14, 2012 – Unity Technologies, provider of the Unity multi-platform engine and development tools, is proud to announce Unity 4.0 is now available for download. Unity 4, announced in June, will consist of a series of updates designed to improve the product through an extensive improvement of existing tech and the rollout of new features.

The first in a series of updates for Unity 4, this version includes significant additions such as DirectX 11 support and Mecanim animation tools. In addition users will have access to a Linux deployment preview and the Adobe® Flash® Player deployment add-on.

“Unity 4 will see the addition of an incredible number of new, highly advanced, features and continuous improvement across the tech to be released in smaller, faster increments than Unity has seen in the past,” said David Helgason, CEO, Unity Technologies. “It’s an exciting time for Unity and the 4.0 release marks the beginning of a great new era for our technology.”

Mecanim – Stunning Character Animation
Mecanim, Unity’s powerful and innovative animation technology, is setting new industry standards for tools in integrated development environments allowing the creation of complex state machines, blend trees, IK rigging, and auto retarget animations to characters of different sizes and shapes, all inside of the Unity editor. Developers will find a sizeable selection of retargetableanimations available in the Unity Asset Store: http://unity3d.com/unity/asset-store/.

DirectX 11
With the ability to take advantage of full DirectX 11 support, including shader model 5, tessellation for smoother models and environments in game worlds, and compute shaders for advanced GPU computation, Unity 4.0 empowers developers. DirectX 11 support development was aided by development of the Butterfly Effect demo: http://unity3d.com/promo/butterfly/.

High-end Visual Capabilities for All Platforms
Unity 4.0 also features real-time shadows on mobile, skinned mesh instancing, the ability to use normal maps when baking lightmaps, and a refined GPU profiler. It’s easy to make extremely high-end visuals that scale across the best of what’s available on modern PCs and the most advanced mobile graphics chips.

Adobe Flash Player Add-on
The Adobe Flash Player deployment add-on will empower developers to publishtheir new and existing titles to one of the world’s most ubiquitous gaming platforms on the web. With the wealth of incredible features in the 4.0 release, Unity is the most powerful development pipeline for creating high quality 2D and 3D content for Adobe Flash Player. The add-on is now available for sale in the Unity store: https://store.unity3d.com/.

Linux Publishing Preview
Unity 4.0 will also include a preview of a new deployment option to publishgames to Desktop Linux, clearing a path for the Unity community to bring exciting new content to the PC market’s most voracious indie gamers. Desktop Linux standalone publishing will be available for all Unity 4 users at no additional cost.

Unity 4 introduces many additional features and improvements, including:
? Shuriken particle system supports external forces, bent normals, automatic culling, and environmental collisions
? 3D texture support
? Navigation: dynamic obstacles and avoidance priority
? Major optimizations in GUI performance and memory usage
? Dynamic fonts on all platforms with HTML-likemarkup
? Remote Unity Web Player debugging
? New Project Window workflows
? Iterative lightmap baking
? Refined component-based workflows
? Extensible inspectors for custom classes
? Improved Cubemap import pipeline
? Geometry data improvements for huge memory and performance savings
? Meshes can be constructed from non-triangle geometry – render points & lines efficiently

Unity 4 and the Adobe Flash Player add-on for Unity are now available for purchase at the Unity store (https://store.unity3d.com/).

About Unity Technologies
Unity Technologies is the creator of Unity, an intuitive and flexible development platform used to make wildly creative and intelligently interactive 3D and 2D content. The “author once, deploy everywhere” capability ensures developers can publish to all of the most popular platforms. Unity Technologies boasts a thriving community of nearly 1.5 million registered developers including large publishers, indie studios, students and hobbyists. Unity Technologies aggressively re-invests in its award-winning 3D development tools and democratization initiatives, such as the Asset Store digital content marketplace and Union game distribution service, in order to remain at the forefront of innovation. Unity Technologies is headquartered in San Francisco and has offices in Canada, China, Colombia, Denmark, Finland, Germany, Japan, Korea, Lithuania, Sweden, Ukraine, and the United Kingdom. For more information, visit: http://unity3d.com.

Saga Kingdoms is a revolutionary real time MMORTS, focusing on questing and empire building.
They say it’s what Star Craft 2 could have been (in terms of gameplay).
It will be free to play (as it seems from the rewards), but you can pay for additional content.
Currently the project managed to get ~$8,600 of the $100k goal ,with 29 days to go.
From past experiences it’s very hard to get the funds for “free to play” games and I personally doubt that this project will reach it’s goal (although there is always hope).

 

SAGA was designed to show what is possible in an RTS when it is made for the players and not by the big studios who may be too scared to try something new. We asked ourselves questions such as, What if the world never reset? What if we could figure out how to balance not just two or three factions but six? and most importantly, What if every play session enhanced your virtual empire and not just a rating?

Most RTS games we’ve ever played focus on player vs. player combat. This is understandable because creating 10 maps and relying on players to provide variety is much less time consuming than creating 600 quests. SAGA, however, embraces that players love a rich story and while PvP has its place and is certainly not an afterthought in our design, we felt it was a lot more fun going on quests not just alone but with groups of friends.

In Saga Kingdoms each player will control a capital city that will serve as the seat of their power, however we have greatly expanded on this concept by giving each player a full Island as a starting point. In addition we plan to allow players to take over both resources and outposts on the main continent as their empire expands.

Similar to SAGA, Saga Kingdoms will feature hundreds of quests to test your skill. While some quests do have prerequisites that you must best, you can always go back and do old favorites for loot and XP.

The power of our new engine means we can create much grander quests that can be enjoyed by large groups of friends.These epic battles will be much more difficult but we promise the rewards will be worth it.

Players will be able to choose from one of six factions, each with a unique look and play style.

Primary Race: Elves

The oldest of the races, the elves have long ago learned to live in harmony with Gaia – the spirit of the world itself. Through their allegiance and honor of Her, they have learned to master Her powers, and now control the most destructive forces of Nature. As warriors, they possess terrific skill, and have made strange allies in some of the oldest creatures on Gaia, including treants and elementals.

Primary Race: Orcs and Ogres

The orcs and ogres live for war. They have long pursued it, and have fashioned their living around it. They have traded refinement for mass, and like a blunt instrument, will bludgeon the life out of their enemies. Their spells and abilities are targeted inward, purposed with instilling their warriors with greater power in combat. Individually, their warriors are skillful, en masse: terrifying.

Primary Race: Giants and Humans

Noble, powerful and indomitable – the forces of Light are truly magnificent to behold. Their ancient civilization has reached a glorious age of wisdom and refinement, and their armies have long ago mastered the art of war. They are a balanced and formidable force, able to draw on heavily armored soldiers and powerful magic alike to crush their enemies into submission.

Primary Race: Dwarves

Dwarves are particularly skilled in the arts of mechanical engineering. Hidden deep in their mountain hideaways, they have created terrible machines of war and destruction. In all their tinkering though, they have lost the art of magic and must rely on their own ingenuity and cunning.

Primary Race: Dark Elves

The dark elves are the masters of magic. They have studied many dark arts and have mastered the secrets of daemonology, allowing them to conjure up horrible beasts. By tapping into the powers of the Underworld, they have possession of mighty spells, with which they terrorize their enemies.

Primary Race: Undead

When the god of the Undead was all but defeated he called upon his powers to bring to power the newest of the factions to gain a foothold on Gaia. Adept casters, the undead use their powers of decay to manipulate the course of battle and weaken their foes while gargantuan undead abominations rush forth to devour their prey.

We love variety in most RTS games. Trying to find the perfect balance of troops is an integral part of the strategy. As difficult as it was to balance 6 factions, that task was nothing compared to trying to create over 100 distinct troop types. Saga Kingdoms will bring back many of the old favorites and will commit to creating many more in upcoming free content expansions.
Saga Kingdoms is a Free-To-Play Collectible game

Collecting troops was one of the best received and unique features of SAGA. Booster packs which can now be purchased for gold farmed in game will provide a random assortment of troops. Nothing beats the excitement of ripping open a new pack or the exhilaration of finding a dragon as your rare card.

Every aspect of your empire can grow in power. This means that every play session will reward you with some type of progress.

  • Buildings will be constructed, which will provide additional benefits.
  • Research will reward you with new abilities and benefits.
  • All troops will gain experience during combat, making them more powerful.
  • Magic items will be found during quests and crafted in your city.
  • Every quest completed and booster purchased gives the possibility of new and exciting troops to enhance your army.
  • Even logging in for just a few seconds and collecting resources brings you closer to purchasing that next building upgrade or booster pack.

Each unit in your army will be led by a hero as detailed as any character in an MMO. Heroes can gain levels, learn spells and possess a range of abilities and bonuses that they confer to the unit they lead.

We’re also expanding the number of available heroes slightly from the dozen available in SAGA to many hundreds. (OK maybe more than slightly)

Not only will be we able to create items with a larger variety of abilities, but Saga Kingdoms will feature many thousands more magic items since Heroes can equip armor in multiple slots in addition to weapons and trinkets, rather than the limited 2 slots in SAGA.

Since Units in Saga Kingdoms are built around heroes not troop types, you will have much more freedom when designing your units. Each troop type will possess a special ability, allowing you to have much finer control over the type of army you field. For example, if halberdiers grant increased damage to the whole unit and swordsmen grant increased armor, a unit consisting of 15 halberdiers and 5 swordsmen will play very differently than one with 15 swordsmen and 5 halberdiers. Adding a hero who brings its own set of unit enhancements means an unlimited set of strategies.

Using the Unity engine means being able to do battle on a PC, Mac, or even using Linux. While the client will be available for all of these platforms, developing in Unity means that when you’re at work or school and can’t resist checking your empire or doing a quick quest, Saga Kingdoms will also be playable in a browser. In addition, developing in Unity opens the possibility for a mobile version.

We have been working on Saga Kingdoms for over a year. Some of our players have even had a chance to try the Alpha version.

We can field troops, move them around, and cause havoc to our enemies as well as build a city. The funds raised on Kickstarter will help us port the remaining SAGA features, finish our quest design tools and make the necessary changes to magic items and heroes to bring Saga Kingdoms to the next level.

 

Expeditions: Conquistador is tactical RPG  with turn based combat, like many other games it uses the Unity engine which now supports GNU/Linux.

It’s being developed by Logical Artists and the game already have a playable demo (although unreleased to the public at this stage)

Even at this stage the project is looking great, so if you like tactics and RPG – please consider supporting this project.

A story-driven tactical roleplaying game with a touch of strategic resource management and a pinch of choose-your-own-adventure.

Expeditions: Conquistador is a tactical roleplaying game with a touch of strategic resource management and a pinch of choose-your-own-adventure. Conquistador is set in a rarely visited part of history which is rife with mystery, political intrigue, and good old-fashioned violence.

You will take on the role of a Spanish Conquistador in South America in 1518-1520. Select the members of your expedition and explore campaign maps based on the actual topological maps of Hispaniola and Mexico. Through intricately branching dialogue, you will engage with the characters and situations that you encounter across these uncharted areas, and when it’s time to spill blood, a tactical combat system of great depth and brutality will let you control your individual troops in battle.

Combat is intimate and detailed, and failure has great consequences. Every expedition member has a face, a past, a set of personality traits, and of course a combat role – their morale will change depending on your decisions, they will chime in when you’re weighing your options, and if they fall in battle, their injuries will carry over to the world map, where they must be treated by your doctors until they’re back on their feet. Should you fail to treat your expedition members, they will die and be gone for good.

Choice and consequence is central to the play experience of Conquistador. As the leader of the expedition, you will face difficult decisions about the use of your troops and your resources, as well as how to engage with the factions of the savage New World. Will you defy history and be a diplomatic envoy of peace? Or will you be a ruthless conqueror determined to lay all of the Aztec Empire at your feet?

• Engaging and intricately branching storyline with difficult decisions and long-term consequences.
• A gallery of unique expedition members who chime in during events & conversations and react to your decisions – pay attention to their morale or you may have to deal with mutiny!
• Random events that throw you into danger, present unexpected opportunities, and build relationships with the members of your expedition.
• High replayability – dynamic endings reflect decisions you’ve made throughout the story, how much gold you bring with you back to Spain, and how many expedition members you’ve lost (or gained!) along the way.
• Detailed and tactical combat – make use of flanking, traps & barricades, attacks of opportunity, interrupts, cover & concealment, character abilities, and more.
• Character management – unlock special abilities by promoting your expedition members, assign equipment to your troops, and treat injured or sick characters with a triage system.
• Dynamic trading system – barter with different merchants and buy & sell resources based on local market conditions.
• Campaign maps based on actual topological maps of the Dominican Republic and Mexico.

Screenshots

After many requests, and a bit of help from inxile  (who are working on Wastelands2 and need a GNU/Linux exporter from Unity as part of their commitment at Kickstarter).

The upcoming popular game engine Unity4 will have a native exporter to GNU/Linux desktop (before you could only play Unity games via the Chrome browser) !

 So many more games can be ported to GNU/Linux.

 

An interesting part to note from the press release :

“Unity 4 will include a preview of a new deployment option to publish games to Desktop Linux, clearing a path for the Unity community to bring exciting new content to the estimated 10% of the game-hungry PC market. Desktop Linux standalone publishing will be available for all Unity 4 users at no additional cost.”

So lets wait and see what the future holds…

 

 

Also it looks like Shadowgun *might* also have a native GNU/Linux client :

 

 

Unity 4 Linux standalone desktop publishing preview

Why Linux now?
The Linux player is an excellent example of a grassroots movement in Unity. Over two years ago, developers started using their Fridays and free time to port the engine to Linux. The port made slow progress, but was kept alive and maintained over the years. At the 2012 Ninja Camp development week, these developers spent the week furthering the porting effort, and at the end of the week, they were able to show some compelling demos. Combine this with the recent success of commercial games on Linux — for example the Humble Indie Bundle and games sold through the Ubuntu Software Center — and it was clear we needed to give our customers a chance to enter into this still-largely-untapped market that is hungry for games.
Why is it still a preview?
Supporting a new platform is no easy task –especially one that has a wide range of variations in hardware and software. It will take more testing and feedback before we will feel confident the quality is up to such a standard that we can ship a final version. However, this should not stop you from using it. Many games will run without Linux-specific problems on most modern Linux systems, and problems you encounter can be reported to us so we can fix them, resulting in a win-win situation for everyone.
Is it a publishing option just like all the other ones in terms of ease of use?
“Yes! In order to export to Linux, simply pick the “PC, Mac, & Linux Standalone” platform from the “Build Settings” menu, select a Linux player as your “Target Player” and click build.”
Do I have to pay for it?
No, it will be free just like our PC and Mac Standalone publishing options.
Why are you referring to it as “Linux” standalone desktop publishing?
Because Linux (as an operating system) runs inside of all sorts of devices, but this export option is specifically for 32 and 64-bit end-user desktop systems.
What hardware/software configurations will be supported?
While games exported from Unity will run on most modern Linux desktops, we will (at this time) only be offering official support for Ubuntu 10.04 or later, with a graphics card that has vendor-made drivers installed.

Press release

The Next Generation of the Unity Game Engine Unveiled

San Francisco – June 18, 2012 – Unity Technologies, provider of the Unity multi-platform engine and development tools, is excited to announce Unity 4, the next generation of the Unity development platform. The launch of Unity 4 demonstrates the platform’s AAA push that levels the playing field between the largest and the smallest studios, enabling anyone from the most indie game designer to the biggest multinational AAA studios to develop amazing groundbreaking games, and effortlessly deploy to multiple platforms. Customers who pre-order Unity 4 will be offered early access to the Unity 4 beta.

Unity 4 includes an overhaul of the Unity engine and tools suite to accommodate critical new features such as the highly anticipated all-new Mecanim character animation system, DirectX 11 support, hypermodern mobile graphics, and the addition of Adobe® Flash® and Linux as new publishing platforms. These new features and improvements comprise the first in a series of Unity 4 releases that will empower developers with the first truly democratic AAA game engine.

“We’ve been working on Unity 4 for a long, long time and are happy to finally be able to unveil its imminent arrival and outline its core features that will change the industry,” said David Helgason, CEO, Unity Technologies. “The revolutionary animation system and add-on deployments to Adobe Flash and Linux are some of the critical features introduced in Unity 4, which together maintain Unity as the strongest, fastest evolving modern games development platform available.”

Unity 4 includes a host of new features, updates, and improvements:

Mecanim – Groundbreaking character animation technology 

Mecanim, Unity’s powerful and innovative animation technology, brings your characters to life in a few mouse clicks with incredibly fluid and natural motion. Mecanim combines a slick interface with powerful tools for creatingstate machines, blend trees, IK rigging, and auto retargeting of animations all inside of the Unity editor.

“The introduction of the Mecanim suite of animation tools into Unity will completely change how developers integrate interactive animations and will result in awesome new gameplay experiences from the Unity community,” said Robert Lanciault, Lead Animation Developer,  Unity Technologies. “These tools will allow animators to work directly in Unity to create advanced anddetailed animation blend trees and state machines for incredible and natural character animation.”

An impressive array of retargetable animation will be available in the Unity Asset Store. Developers will have access to a wide range of options that will help bring their characters to life with fluidity and grace.

Visual Fidelity and AAA Rendering

Unity 4 fully supports Microsoft’s DirectX 11. This offers developers the ability to take advantage of the GPU in new and exciting ways: increased shader capabilities with shader model 5, tessellation for smoother models and environments in game worlds, and compute shaders for advanced GPU computation.

Mobile platforms have also received a boost in visual fidelity with optimizations and new features. Unity 4 features real-time shadows on mobile, skinned mesh instancing, the ability to use normal maps when baking lightmaps, and a refined GPU profiler. It’s easy to make extremely high-end visuals that scale across the best of what’s available on modern PCs and the most advanced mobile graphics chips.

Extend multiplatform publishing with Unity add-on for Adobe Flash Player

With Unity 4, developers can create a new game, or take existing Unity 3D content—for iOS, Android, desktop, or the Web — and publish it to the Adobe Flash Player, installed on more than a billion PCs worldwide.  Leveraging its industry leading Editor productivity tools, Lightmap and Lightprobe baking, and Occlusion Culling tools, Unity 4 is the powerhouse development tool forcreating 3D content for the Adobe Flash Player.

Linux Publishing Preview

Unity 4 will include a preview of a new deployment option to publish games to Desktop Linux, clearing a path for the Unity community to bring exciting new content to the estimated 10% of the game-hungry PC market. Desktop Linux standalone publishing will be available for all Unity 4 users at no additional cost.

Furthermore, Unity 4 introduces a great many additions and improvements such as:

  • Shuriken particle system supports external forces, bent normals and automatic culling
  • 3D texture support
  • Navigation: dynamic obstacles and avoidance priority
  • Major optimizations in UnityGUI performance and memory usage
  • Dynamic fonts on all platforms with HTML-like markup
  • Remote Unity Web Player debugging
  • New Project Window workflows
  • Iterative lightmap baking
  • Refined component-based workflows
  • Extensible inspectors for custom classes
  • Improved Cubemap import pipeline
  • Geometry data improvements for huge memory and performance savings
  • Meshes can be constructed from non-triangle geometry – render points & lines efficiently
  • Search, live preview and buy Asset Store assets from the Project Window

Unity 4 is available now for pre-order from the Unity store (https://store.unity3d.com/).

Unity 4 will be demonstrated and discussed in further detail at the Unite 2012 developer conference that takes place August 22nd – 25th in Amsterdam. For tickets and more information about Unite, visit http://www.unity3d.com/unite/.

About Unity Technologies
Unity Technologies is the creator of Unity, an intuitive and flexible development platform used to make wildly creative and intelligently interactive 3D and 2D content. The “author once, deploy everywhere” capability ensures developers can publish to all of the most popular platforms. Unity Technologies boasts a thriving community of 1,000,000 registered developersincluding large publishers, indie studios, students and hobbyists. Unity Technologies aggressively re-invests in its award-winning 3D development tools and democratization initiatives, such as the Asset Store digital content marketplace and Union game distribution service, in order to remain at the forefront of innovation. Unity Technologies is headquartered in San Francisco and has offices in Canada, China, Denmark, Lithuania, Sweden, the United Kingdom, Japan and Korea. For more information, visit: http://unity3d.com.

Unity and all other product names are trademarks of Unity Technologies or its subsidiaries or affiliates.  Adobe and Flash are either registered trademarks or trademarks of Adobe Systems Incorporated in the United Statesand/or other countries.  All other product names and trademarks belong to their respective holders.

 

Cameron Bonde aka Vectrex has found an update on the Unity GNU/Linux Exporter that was posted earlier on LGN.

Hey, remember the Unity news I sent a while ago? Well I found an update.
They had said before that yes they are working on a native Linux web plugin exporter, but they said there was no timeline and it was low priority.
However a recent blog post shows two pieces of good news.
First Unity is going to be exporting to the Flash 11 plugin at almost native speeds and it’s shown here working (since Flash 11 exposes low level GPU).
If flash work on the exporter it should mean Unity in browsers on Linux.
But the more interesting bit was I noticed a little addition to the export options :


Looks like they’ve added Linux standalone to the their internal
version. Of course they didn’t mention this at all in the video, but
it looks promising.

Thanks Cameron Bonde aka Vectrex for keeping us up to date with the Unity GNU/Linux support.

Links
Unity GNU/Linux Exporter In Development !
Unity Blog Post

Cameron Bonde aka Vectrex sent me the following email :
I discovered that Unity are working on a GNU/Linux export option.
This is good news for GNU/Linux as Unity has many high quality games and can export to Mac and PC with virtually a single click. So native GNU/Linux export will be a trivial task for game developers.
I just discovered this player type while fiddling with some code. (details below)

So I’ve decided to go back to that thread and see what he was talking about…
About 4 years ago the following post was posted at the Unity forums :
adshead :
Given that OTEE are strongly emphasising the possibilities for using Unity to create web based games, can we expect support for a web based player for Linux in the near future?

Thesedays there seems to be more and more demand for PCs to be pre-installed with Linux, and whilst there may still be a low demand for a desktop based Unity player for Linux, I think a web based player would be popular.

I am only interested in creating games that are truly cross-platform and the lack of a Linux player would, at the moment, stop me from using Unity.

This thread was long and took 3 years for the good news to come, until Cameron Bonde aka Vectrex discovered that Unity will indeed have a GNU/Linux player, the news later got confirmed by the developers.

Here is the proof he posted on the forums :

The Unity Web Player enables you to view blazing 3D content created with Unity directly in your browser, and autoupdates as necessary.

I’ve sent asked Cameron Bonde a few questions to clarify the subject :
1. What do you mean by “export” ?
A bit about Unity. Basically it’s a framework for creating anything really. But 3d games is the most common use. It actually uses the ‘Mono’ project to allow you to code in multiple languages (C#, javascript, python( called ‘Boo’)). Thanks to the crossplatform Mono compiler this allows you to create a game and export to multiple platforms with no changes. Also since it internally can use DirectX or OpenGL the game developer doesn’t even care about the final 3d api the OS uses.

2. Is the exporter being made by the Unity team or an external developer ?
It’s an official addition.

3. Are you talking about the web player ? or the full Unity engine ?
Well, both really. The EDITOR is the bit that probably won’t be ported for a while.
At the moment they support ALL the browsers so the webplayer on Linux will most likely take a while to get right. So I would guess native executable export first, web browser support second (also because the ‘LinuxPlayer’ is the only one listed, no LinuxWebPlayer)

It’s important to note that Unity isn’t just a web platform. It’s an EVERYTHING platform :) So the ‘webplayer’ is not the ‘player’ (meaning the core Unity engine). They are separate things. The webplayer basically IS the full unity engine though, so in effect they run almost the same speed.

4. Can you “port” Windows/MacOS Unity games to native Linux ? how it’s done ?
There’s no ‘porting’ as you would just click the GNU/Linux export button to make a real GNU/Linux program :) You probably won’t even need to have Linux installed as I can happily export to Mac without having a Mac! Which is great for reluctant Win/Mac devs.

5. Will there also be a native Unity port to GNU/Linux ?
Probably not. At least for a while. They did the same with Windows. For years it was Mac only but you could export to windows exe/web plugin. There was no Windows editor to actually make the games. The same could happen with Linux, so there’s a chance (especially since the editor uses 100% custom GUI so it’s no where near the hassle of normal porting)

6. And when it’s coming ?
They say no time-line and it’s going to be a ‘preview’. Which is fair enough as it might take a fair bit of testing to get right across the various distros/browsers.

7. Will it be freely available ?
Well Unity make money mostly from mobile and console licencee’s. There’s 2 core licences, free and ‘pro’. Additional mobile/console platforms cost more on top. For desktop the free version provides most of the functionality (and full commercial usage) and allows free export to PC/Mac/Web. The ‘pro’ version of Unity is $1500 and gives you some more fancy graphics effects and professional features (like C++ plugins, more native platform access etc).
But going from the existing model I’d say there’s an excellent chance of free Linux export.

8. What more can you tell ?
The GNU/Linux player ability has the highest number of votes on their feature request list by far! So they’re well aware of the demand.
Even if the webplayer isn’t ported there’s a few other things that will enable Linux browser Unity stuff. First they support the Google ‘NaCI’ platform, which allows native code to run in a browser. Google Chrome will be the first, but it’s open source I think so other browsers can include it.
Another, well, mad thing they’re working is Flash export. Basically since flash now has a low level 3d API Unity think they can do it. It’s a MUCH harder task than how they do things now, since they use Mono to handle all the code and Flash uses it’s own language. If they pull it off and Adobe do a decent GNU/Linux flash player, then it’ll be pretty big.

Thanks to Cameron Bonde aka Vectrex for discovering and letting us know of the great news.

Links
Unity
Unity Web Player
Unity GNU/Linux Player Thread
The Proof
Confirmation

Recently the GNU/Linux friendly visual novel developer Winter Wolves Games, posted their plans for the future :

Role Playing Games
Beside Planet Stronghold, which will be finished at end of January 2011, I plan to start 2-3 more RPGs.
I love RPGs and I always wanted to make them, but in the past I was lacking proper funds and/or technical knowledge to make decent ones.
Now, using Planet Stronghold RPG framework I can expand it and create new RPGs.
Most of them will be in fantasy setting though, since it’s the most common/popular one (unless Planet Stronghold is so successful that convinces me to make add-on/sequels).
I have already a good collaborator of mine who is starting creating the main game plot, character sketches, and so on. Another one should start hopefully in next months, and I want to do another myself as well.
So the 2011 will be surely full of RPGs!

Adventure Games
I am still in love with my character of Vera Blanc, despite the first two episodes not being really topsellers.
As I posted several times if I make a third episode, it will be an adventure (first person) and not a visual novel, since the adventure style integrates better with that kind of game.
I have already a plot for the story, but since it requires lot of money, it’s still a risky decision, so if I make it, won’t be before next summer, or even later during Fall/Winter of 2011.

Visual Novels / Dating Sims
Of course I’ll keep making them! Flower Shop 2 release is really close, is just a matter of few months. But since is tied to external factors (artists finishing some pieces) I won’t dare to name a date for it.
Instead I can already say that very likely the otome game “Remember Me” will be ready around February/March 2011, since the plot is completely written and need only to code the “simulation part” of it and do testing/balancing.
Depending how my other projects go, I could make more VN/Dating Sims, but they’ll be mixed with simulation games.

Strategy / Simulation Games
In 2011 perhaps I will finally release the sequel of Spirited Heart. I have yet to start coding it though, so is probably more accurate to say that in 2011 I’ll begin coding it, which is a bit different. It won’t be ready probably before 2012, also because I have in mind some online-features (probably optional) that could improve the gameplay a lot, so I am not sure yet I’ll use Ren’Py to code this one.
There will be for sure more strategy/simulation games coming in 2011 though. A remake of my game Universal Boxing Manager, this time with the fights completely in 3d realtime, is under production! Is made in partnership with a good 3d coder who is going to use Unity3d to power the 3d simulation. It’s probably my biggest/most ambitious game to date and the 2011 will be mainly focused on it. I hope will do well since I’d like to port more of my old games into 3d or start new ones.
As I said I might also find the time to do a sort of light-strategy/time management game based on Heileen settings. In particular, Heileen 2 settings (pirates, the caribbean).
The game could be played as normal strategy game or with visual novel cut-scenes (they’ll be optional). This will be a sort of experiment since I am not sure if/when I’ll finish it. Let’s say I’ll work on it on my spare time and when it’s done, is done :)

Online Games
Almost every year I say “next year I’ll make one”. So, this time I won’t say it! But, I would like to try making one, even if I am not sure I’ll find the time…or better, if I’ll find the right person, since I’m probably going to outsource the coding (will be most likely done in Flash or HTML5). Or if the new interesting BRL:monkey project from Mark Sibly (creator of Blitzmax) gets released, I might use that and do everything myself.

So in conclusion, looks like the 2011 will be a year full of new releases! Happy New Year again!!

I’ve asked for an explanation about his decision to use Unity3D which doesn’t support GNU/Linux for a Universal Boxing Manager remake :

LGN : I’m sad to hear that you will use Unity for the Boxing game, as Unity doesn’t support Linux.
Also, when you talk about cRPG’s, you mean the “visual story” cRPG’s – right ? or the other kinds (isometric, 3D, 1st person…the usual…).
I mean there is a HUGE difference between visual story cRPG’s and games like Fallout, Realms of Arkania, Eschelon books, NWN etc…).

WWG :Yes it’s sad that unity still doesn’t support linux :( unfortunately I had to go with the tool my coder knows better… (don’t know honestly if there are any linux 3d engines comparable to unity). I hope unity adds linux support somewhere in near future!
About cRPG, yes mainly using Planet Stronghold system so more visual story, even if one of them has also some basic map2d system. I won’t dare yet to try an isomap because is rather complex for my standards, but maybe in future… and there is also a dungeon master style game that is still in stand-by (have to wait for the coder to finish another game first) but that could still be started next year (and that would be a true cRPG!).

I could off course suggest the more then comparable Unigine engine, but then I would be passing the MacOS users.
There are many FOSS tools like Ogre3D, but I’m not a programmer to say what suites for their game.
Yet, there is a lot to expect this year from Winter Wolves Games, I wish them a fruitful year with lots of new titles !

Links
Winter Wolves Games
Blogpost
Ren’Py
Planet Stronghold
Vera Blanc
Flower Shop
Spirited Heart
Universal Boxing Manager
Heileen