Too Many Shoot 'Em Up Games
RSS Feed - Comments↴ Author: Jacob Barkdull on Saturday, December 11 2010
So we have a few great Free Software gaming engines now, like DarkPlaces
used in Nexuiz, Cube 2 used in Sauerbraten, Qfusion used in Warsow, soon id
Tech 4 which is used in id Software's Quake 4, Doom 3, Enemy Territory:
Quake Wars along with many others, and the HPL1 engine used in Frictional
Games' "Penumbra: Overture".All of these engines have some combination of normal mapping, bump mapping, and/or parallax mapping -- where flat walls can look bent, dented, sticking out or poking in, just by using one or two textures. Cube 2 can actually render high quality textures and very large maps in a matter of seconds. Qfusion has nice fast cel-shaded graphics capabilities. And id Tech 4 and HPL1 actually have very nice physics capabilities.
DarkPlaces is based on the Quake 3 engine or "id Tech 3" -- id Tech 4 hasn't been "open-sourced" yet, it is planned to be released under the GNU GPL in 2011. DarkPlaces has graphics on par with id Tech 4, mainly because they essentially rewrote all of id Software's improvements to the engine, making an engine very similar to id Tech 4 if not superior.
Three of these game engines (DarkPlaces, Cube 2, and id Tech 4) are always geared towards the same gameplay-style, you know, a gaming style similar to Duke Nukem, where you run around shooting everything in your way and occasionally a bit of story is thrown in -- a gameplay style I like, but don't love.
And this is what I want to talk about.
I like Quake and Duke Nukem, but I prefer more tactical games, like UrbanTerror, True Combat, Battlefield, Call of Duty, etc. However, most of these are proprietary games, which I don't have too much of a problem with, because I have no need to modify them for any practical use. But I can't help but be disappointed that developers aren't taking advantage of the advanced Free Software game engines, especially since most of the plays mentioned above don't have versions for GNU/Linux.
All these great game engines are not used to the fullest potential, they are used mainly by the developers for the developer's own games, even though the game engines allow for a magnitude of different playing styles.
There is good news, though, there are many differences between Nexuiz and Penumbra, for example: Nexuiz is fast-paced and has many weapons while Penumbra is slow, very strategical, there are no weapons but boxes, chairs, or whatever you can find, Penumbra's gameplay is based on a player's clever usage of physics and not a player's use brute force. For this reason I think Penumbra's HPL1 engine paves a very nice path to interesting gameplay styles, different from that of Quake, Doom, and Duke Nukem. And I think it's been the case for a long time that the Quake gameplay style died out long ago.
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What Is This Place?
TildeHash is a website for Tech articles
revolving around Free Software
and Unix/Unix-like operating systems,
written by Jacob Barkdull and various contributors,
respectively. Meaning, Free Software (or Open Source); and
GNU/Linux (or simply
Linux),
BSD, OpenSolaris,
or Haiku; respectively. The main goal
of TildeHash is to be different -- the name alone is a little different
(explanation here) -- but
to do it in a useful way.
TildeHash is about discussing Free Software topics that are beneficial to our community, topics that are largely not discussed nor shown. "Free Software" is also often called "Open Source Software". In practice the requirements are identical, although because the term "open" doesn't call to mind freedom, it misses the point.
List of Articles >>
TildeHash is about discussing Free Software topics that are beneficial to our community, topics that are largely not discussed nor shown. "Free Software" is also often called "Open Source Software". In practice the requirements are identical, although because the term "open" doesn't call to mind freedom, it misses the point.
List of Articles >>
