Open source Fallout engine coming to Mac
Posted 19 May 2007 - 12:21 PM
The full article can be found at the developer blog and covers a bunch of topics including some remarks about the feedback concerning the recent release, news about the upcoming universal binaries for Macintosh systems, an update about the SVN and wiki restructuring process and the reintroduced MSVC 2005 and new KDevelop support for FIFE. Have a nice read :-)
Posted 25 May 2007 - 04:15 PM
FIFE is an open source 2D engine that aims to become a whole framework for the creation of cross platform (Linux, Mac, Win32) roleplaying games. Although we are having trouble getting the development started on the editor, we aim to include modding tools in future FIFE releases. The project is in development for almost 21 months now (ohh, we're getting old :-/) and we did release several public milestones of the engine over this time.
The latest release, entitled FIFE 2007.1, shipped about one month ago and features our first larger custom map for FIFE. The engine supports some of the assets of the Interplay RPG classics Fallout 1 & Fallout 2. The Fallout assets served as test content for the engine but we've moved away from our Fallout roots over the last year and FIFE is slowly becoming a general purpose 2D RPG engine, suitable for the creation of all kind of roleplaying games.
Here is an impression of our demo map that shipped with the 2007.1 release:
About the contest
The demo map shown above was created with free graphics from Reiner's tilesets site. We're trying to build a community around FIFE and we're also of course trying to get them involved in the project. A first step into this direction is our upcoming graphics contest, called: Send them in!.
The contest will start at the first of June, 2007 and the end of it is scheduled for the first of August, 2007. There are basically four different categories in which you can take part: floor tiles, roof tiles, static & animated objects and animated characters. You can take part in more than one category but there are certain requirements for each category; if you want to win the prize of the contest, you'll need to fulfill them.
So what is the prize? FIFE programmer Phoku offers to code an (useful) ~10 man hours feature into FIFE for the winner. This is probably a good way if you're considering to use FIFE for an own project but one important feature is still currently missing in your opinion. Although there will be no monetary compensation as the whole team works in their free time on the project, we're hoping for a bunch of interested participants nevertheless.
We're aiming to use the contributions of all participants of the contest for a new demo map that will hopefully already ship with the upcoming 2007.2 release.
You want to know more about FIFE and the Send them in! contest? Our project site and the development wiki are good starting points for you. Our wiki features a separate rather detailed article that is dedicated the contest. All details about the rules of the contest, license-specific issues and the different contest categories can be found there.
If you still got questions about this upcoming event, feel free to visit the team at their project irc channel or ask your questions directly at the talk page of the corresponding article. You'll need to register at the wiki to get write access. We were not keen to enforce wiki registration, but the spam attacks of unregistered bots are really getting on our nerves and waste our time that could be invested far more useful.
We want to thank every interested graphics artist who takes part to support an work in progress open source project :-)
Posted 29 June 2007 - 06:32 PM
So here we go:
Posted 29 June 2007 - 06:53 PM
Posted 29 June 2007 - 07:07 PM
EDIT: Now this comment seems even more encouraging considering your Planescape avatar (what an RPG :-)).
Posted 12 July 2007 - 02:45 PM
The work on the extend branch is coming along quite well lately and our current lead programmer Jasoka decided to summarize the current status from the developer's point of view. He does comment on the new Python support of the engine and raises some points how the modularization of FIFE should work.
For everyone who's interested in reading Jasoka's full text, feel free to check it out at our developer blog:
Posted 24 August 2007 - 06:49 AM
It was pretty quiet lately, not because we would have been lazy but because I was busy with my exams and had no time to write about our most recent efforts. Nevertheless there was of course a bunch of work going on behind the scenes and I'm happy to have finally found the time to summarize it for you. There are several topics to talk about:
* The send them in! contest is over and we finally have a winner.
* The work on the new metamodel branch is coming along quite well.
* The FIFE team agreed to work on a new techdemo in cooperation with the Zero-Projekt team that explains the features of FIFE.
* The FIFE project turns two rather soon :-) Time for a birthday party.
* fifengine.de has been slightly updated with the help of the new developer NickWarner.
You can read about all these topics in detail at our most recent FIFE developer blog update. Have fun :-)
Posted 09 September 2007 - 06:27 PM
If you always wanted to get to know these crazy FIFE people here is your chance. As the majority of the FIFE developers are set in Europe you will probably need to wait for the evening hours (GMT) to get in touch with project members though. You could even try to obtain an answer to the question when 2007.2 will be released. Though it's likely that we'll answer: ''When it's done''. Not because we're cruel but because we don't know it either :-) Anyway: we hope to see all of you at Tuesday.
Let's get this party started :-)
Posted 17 September 2007 - 04:46 PM
Iridium (MacBook Pro Mid-2012) – 2.7 GHz i7 3820QM / 16GB RAM / 2TB Samsung 850 Pro / GeForce GT 650M 1GB
Antimony (PowerBook G4 2001) – 1.0 GHz PPC 7455 / 1GB RAM / 512GB Micron M600 / Radeon 9000 64MB
When there's a multiplayer version, I'm going to be on Frost's team. Well, except he doesn't seem to actually need a team...I mean, what's the point? "Hey look, it's Frost and His Merry Gang of Useless Hangers-On!" Or something.
Posted 17 September 2007 - 10:04 PM
For some reason when I saw your scenery, I was reminded immediately of this story. How dangerous is the shrubbery in this game? Would it be something you could confidently get out of your ground car and take a leak behind? Or would you be safer calling in a napalm strike on it and just whizzing out in the open into the ashes?
- 1.67 GHz PPC G4 Powerbook, 2 GB ram, 80 GB hd (OS X 10.5.8)
- 1 Ghz PPC G3 Blue & White, 1 GB ram, 320 GB hd (OS 9.1)
Playing - (Mac OS) Bioshock, Battlefield 1942, Halo (Windows) Battlefield 2
Posted 02 October 2007 - 12:15 PM
Let's summarize the most important changes for the 2007.2 release and have a (small) look into the future of FIFE as well.
After having utilized Lua5 for the scripting side of FIFE for over 18 months we agreed that it would be worth taking a look at SWIG again. SWIG was promising as it offered a way to use our engine with a number of scripting languages; furthermore we could get rid of the semi-manual lunar.h bindings approach this way as well. We ran into some hurdles while trying to integrate SWIG into FIFE but in the end it worked out quite well. Now we had the ability to wrap up the engine into python instead of the old way of embedding the Lua library into FIFE.
The so-called metamodel branch was an undertaking to seriously redesign major parts of the engine. We decided to go for an MVC (model - view - controller) architecture pattern for FIFE and refactored the engine modules accordingly. Another aim was to remove unneeded bi-directional module dependencies to have a clean module hierarchy:
The Zero-Projekt team agreed to work with the FIFE developers on an example game for future releases together. This way we can give game creators a starting point and show what can be done with the engine. Furthermore working with the Zero team directly together brings up a number of advantages for FIFE:
* We won't need to worry about producing content for the example game.
* We're in contact with game creators so we get feedback what works well and what aspects should be improved.
* We can test and adjust the FIFE API while we work on the example game. This wouldn't be possible without building an actual game on top of the engine.
A first snapshot of the example game will come bundled with the 2007.2 release. Don't expect too much: it is a work in progress project and especially the first versions will naturally lack a lot of polish!
After the release of the 2007.2 milestone we plan to finally start working on the editor tools for FIFE again. We tried to do so several times before but everytime something went wrong: editor programmers disappeared and later we did find several engine issues that prevented building an useful editor tool on top of the engine.
Now that the engine is in pretty good shape after the metamodel refactoring, we feel that working on the editor tools will bring up better results this time. Jwt, who also wrote the new python-based maploaders for the 2007.2 release, does currently investigate how we could create python-based mapsavers. This is meant to be the first step for the editor tools.
Anxs & prock are currently redesigning the FIFE audio module in a separate branch. If everything works out as planned we might be able to ship the new improved audio module already with the 2007.3 release. If you want to read some detailed information about the audio module redesign, head over to the wiki:
Now that we're heading to the finish line we can need every helping hand to test the upcoming release. Furthermore help with packaging would be appreciated as well. Therefore we invite every interested community member to join our project IRC channel to lend us a hand. We hope to see some of you there. If you're too busy, it would be great if you could be around at the release day to celebrate the new milestone with us at least :-)
And finally after all the text, some new eye-candy as well. This is a screenshot of the product we're working on together with the Zero-Projekt team. This content won't ship with the upcoming 2007.2 release and is work in progress.
Posted 11 October 2007 - 08:57 AM
* Source package (Linux, Macintosh): http://downloads.sou...7.2_src.tar.bz2
* Win32 binaries: http://downloads.sou...007.2_win32.exe
Important changes since the 2007.1 release
* Removed the rather difficult to maintain lunar.h bindings in favour of SWIG.
* Replaced the Lua scripting support with Python. Now the main loop runs in the scripting language. For the 2007.1 release the main loop still ran in the engine side and the Lua library was embedded into the engine. By utilizing SWIG game creators can add Lua support back to the engine again if they have the need for it.
* Metamodel refactoring. This resulted in a better engine structure and a decreased number of dependencies between the engine modules. Furthermore bi-directional dependencies were removed completely.
* Improved engine modularity. Our aim is that you can cherry-pick specific engine modules of FIFE and just use the ones you really need for your game.
* Pathfinding integration. Exchangable backends so you can already replace the currently rather simple linear pather with a more sophisticated system.
* New 3d geometry system. Camera supports now tilt, rotation and zoom. Geometries are affected by camera adjustments, but in addition to that, layers can contain separate scale and rotation.
* New event channel module. Scripts have full access to mouse, keyboard & widget input.
* New MVC architecture pattern. The whole engine has been refactored to follow a model - view - controller pattern. This leads to a cleaner engine module hierarchy compared to the engine design that was used before.
* Improved action-based animation system.
* A techdemo to give game creators a starting point. This is a common undertaking of the Zero-Projekt team and FIFE.
Read the full release news update:
Posted 16 October 2007 - 03:27 PM
How to run:
Move into the <FIFE> folder and run: python techdemo.py
Feedback would be really appreciated if these binaries work for you!
Posted 07 January 2008 - 04:01 PM
It was pretty quiet in the last weeks. One reason were the number of university tasks but another factor was my personal lazyness and lethargy caused by the holiday period. Now FIFE is back with yet another news update :-)
Here is a nifty new screenshot of the currently work in progress editor tool:
Furthermore our latest blog post covers the latest issues we encountered but also progress reports from the audio module, editor development and pather front.
You can check out the whole news update at the FIFE developer blog:
Time for heroes - yet another FIFE blog update
Last but not least: we're of course still trying to recruit new developers for the project :-) Don't be shy and visit us at our developer IRC channel.
Posted 28 January 2008 - 06:40 PM
To just summarize the most important points:
- We decided to revive the island_demo concept from the 2007.1 release and ship a island_demo like game with future FIFE releases
- View code changes to improve performance and resolve z-order issues
- Floating text renderer support for map instances
- VFS improvements for editor tool
- Vastly improved pychan extension
- FIFE documentation server with fresh doxygen, epydoc documentation generated on a daily basis; live IRC logs for developers
- Tweaked FIFE forums design
- Fresh blood on the team: two new programmers, one additional project manager
- New precompiled Win32 SVN snapshot available
Feel free to give the whole detailed blog update a read here:
In case you're just interested in fancy screenshots we got something for you as well. Here is a list of all new screenshots that are shown in the update:
Floating text support:
Continuum graphics pack: 45° rotation:
Continuum graphics pack: playing around with rotation, tilt and zoom parameters:
Last but not least: here is the download link for the mentioned new SVN snapshot for Win32:
Posted 03 February 2008 - 06:53 PM
* Source package (FreeBSD, Linux, Macintosh)
* Win32 binaries
Screenshot of the new editor tool:
Youtube promotion trailer:
FIFE 2008.0 promo video
Theme of this release:
For the 2008.0 release we decided to pick up the island_demo concept again. Right: again. We already used this concept for the 2007.1 release but we put it on ice as we worked together with the Zero-Projekt developers on a different example game for the 2007.2 release. The cooperation didn't work out as planned for either side and so both teams stick to their own projects again now.
After the cooperation has ended we considered all possible options and finally decided to flesh out the old island_demo concept and base our future example game upon it. Although we were able to finish the initial planning work for the new island_demo game some days ago, there is almost none of the new planned content in place yet. On the other side the engine itself and the editor tool that ships with it now made _huge_ steps forward since the last release about 4 months ago. Therefore we decided to release the current status as stable release although it offers not many new aspects on the content side and the content that is in place is very likely to change with the 2008.1 release.
The milestone itself seems to be a very important step into the right direction. You can build your own maps now with the help of the editor tool. Furthermore a basic application structure is in place that should give you an idea how can create your own FIFE-based game. We'll surely adjust the structure of the island_demo client over the next months but this release is stable enough to start working on your game now.
This release is surely not the beginning of the end of the road for us, but it's the end of beginning for the FIFE development team. Enjoy it as we do :-)
Important changes since the 2007.2 release:
* New audio module with support for some more advanced audio features.
* Optimized view code to improve the performance and resolve map instance z-order issues.
* Switched back to island_demo concept; this will be the example game that ships with future FIFE releases as well.
* Ability to save maps
* Routing pathfinding (previous release only had linear pather)
* Pluggable rendering system with several new plugins included.
* New editor tool, which can be used to layout maps
* XML-format improvements: stack position, z-position, camera definitions, animation x/y offsets
* Vastly improved pychan extension; XML based GUI definitions
* Quadtree adjustments
* Ability to define own settings formats and interpret them from scripts
* Ability to attach cameras to instances (so that they are tracked while they move)
* Separate x/y scaling for cellgrids, allows more flexible geometry definitions (e.g. rectangle)
* Basic mouse map instance picking.
* Improved engine-script exception reporting
* Mouse cursors can be changed from scripts
Few non-code related changes:
* Rough task list for the whole island demo has now been created
* Vastly improved documentation with nightly updates for engine core & scripts
* Lots of new content gathered and created for island demo e.g. agent definitions, clouds graphics, music...
Read the full release announcement at the FIFE developer blog.
Posted 10 February 2008 - 05:19 PM
The new SDK addresses an issue with MSVC2005 debug builds that was just recently discovered. Furthermore libSDL and SWIG have been upgraded to the latest versions.
Read the full announcement at the FIFE development blog:
New compile SDK for win32 release announcement
* FIFE 2008.0 win32 compile SDK (selfextracting 7zip version)
* FIFE 2008.0 win32 compile SDK (zip version)
Posted 20 February 2008 - 07:04 PM
This time we got something special for you: a new series entitled "FIFE community spotlight". The idea behind these new community spotlight articles is to have a closer look at the projects which are utilizing FIFE for their games. The first community spotlight covers the computer roleplaying game project "Zero" that is currently in development.
You can read about it at the FIFE blog:
FIFE community spotlight #1: Zero - a postnuclear cRPG
Here is some eye candy from Zero to convince you to actually read the whole community spotlight article:
Last but not least and slightly related to the community spotlight series: we did recently declutter our wiki starting page. Check out the new and hopefully improved version here:
All kind of feedback concerning the community spotlight and the new wiki starting page is appreciated by the team :-)