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F-Zero and Wipeout set the standard for the futuristic sci-fi racing games genre and inspire many game developers.
Over the years, four projects of that genre were started and developed to a playable state that are now open source code:
H-Craft by Irrgheist is a free sci-fi racer with IAP on Android. It is built with the Irrlicht engine and was recently released as free software with freeware data.
While gameplay is simple without pickups, boosts or weapons, the campaign keeps it interesting. The 180°-Turns used in H-Craft level design are very refreshing to the genre.
CoreBreach is a commercial anti-gravity racing game with combat gameplay. There is a freeware dataset that allows compiling and playing a simpler-looking version.
Being an Objective C project, it was unusual to compile for me on latest Arch Linux but possible. Campaign mode, weapons and split-screen multiplayer make it cover many bases.
Racer is the only project with 100% free as in freedom data, yet unfortunately it does not compile on current Arch Linux.
Of our four projects, this is the only that has the classic drive-over boost fields.
Ecksdee is the oldest of the bunch and has challenging time trial single-player gameplay.
There are weapon pickups but without AI or human competitors they serve no purpose yet.
Project Comparison
H-Craft | CoreBreach | Racer* | Ecksdee | |
Latest Version | 2015-02-23 (1.3) | 2012-11-30 (git) | 2010-10-10 (r349) | 2006-11-24 (0.0.9) |
Campaign Mode | yes | yes | no | no |
Split-Screen Multiplayer | no | yes | yes | no |
Weapons | no | yes | no | yes |
AI | yes | yes | no | no |
Gamepad Support | yes | yes | yes | no |
Menu UI Look | good | ok | good | ok |
Music | yes | yes | no | yes |
Sounds | yes | yes | yes | yes |
Linux Builds or Compiling | not tested, build used | complicated but compiles | fails | fails, win32 build/wine used |
Art Asset License(s) | Mostly no-modify-no-distribute | no-distribution, GPL, CC-BY 3.0 | CC-BY-SA 3.0 | GPL, CC-BY-NC, CC-BY-NC-ND |
Is It Cool? | yes | yes | yes | yes |
Related projects
Stunt Rally has a F-Zero-esque antigrav vehicles and futuristic levels but primarily it's a car racing game. The default physics don't seem to be working for a futuristic racing style.
The cool Blender Game Engine project RGP has it's .blend file available but it does not have license information. The .blend contains no audio and only one level without AI.
HexGL is pretty but has no sound, no ai, only one level and is CC 3.0 BY-NC licensed (including code) at the moment. If anybody is interested in contributing: the developer indicated interest in the MIT license.
TheRush seem to be Windows-only and does not run in Wine.
This is a new series of articles I plan to do on my blog. For the past six months, four times a month, I've posted in the NeoGAF Indie Threads about games I've discovered on Screenshot Saturday. I thought it would be cool to post here about the games that intrigued me the most. So without further ado...
Seaworthy
Developer: Mildly Competent Games
Seaworthy is a real time strategy pirate captain simulator roguelike-like. Take command of your very own pirate ship! Order your band of brigands around as you face a variety of crazy encounters and navigate through our open world consisting of procedurally generated maps.
More info and images here (Website coming soon)
Blackhole
Developer: FiolaSoft Studio
Go through an adventure inside of a black hole! No physical laws apply in here. Adventure arcade with logic elements, great atmosphere and awesome gameplay.
Excaliword
Developer: Cariboo
Excaliword is a puzzle word game mixed with simple RTS mechanics. Expand your kingdom by making words and attacking your enemy. Excaliword is a multiplayer online game which allows you to compete against one player by killing the enemy king or capturing the sword.
Telos
Developer: Overpowered Games
Rethinking the competitive FPS with spidermechs, zero gravity, grapple hooks, and color
I'm sure many of you have had ideas for games you'd love to see become reality one day. Well now, that dream could become a reality. Indie developer Nerd Monkeys has put together the 2014 Banana Jam. What's the purpose of this Jam?
This is a challenge for a few selected IPCA students as their final project. A public poll will decide what batch of game concepts they can use to produce their project. Your submission may reach full production and be published by Nerd Monkeys, earning you a royalty of its sales! The project development will be done live and the viewers can interact with the developers.The chosen projects will developed into prototypes, then alphas; if the alphas are promising and have potential, "Nerd Monkeys will invest to take that project into the final stage", which could see a possible release on a variety of platforms from Steam, Desura, IOS, Android, and others. Progress and development will be live-streamed through Twitch. You can learn more about the Banana Jam here, and submit your game pitch through this form. The project goes live March 4th.
It's time for another installment of the somewhat bi-monthly Linux Game Awards:
The list of nominees is again quite interesting, so choose your favorite.
This months winner was 0 A.D. by the way... I guess we need to increase the promotion efforts a bit in case you weren't aware...
The list of nominees is again quite interesting, so choose your favorite.
This months winner was 0 A.D. by the way... I guess we need to increase the promotion efforts a bit in case you weren't aware...
By now, if you've been reading my blog, you've seen my previous coverage of Rain World. The game is probably one of my most anticipated indies, besides SuperHOT, Distance, and Hyper Light Drifter. Joar Jakobsson - the man behind Rain World's concept, programming, art, and design - was kind enough to answer a few questions about the game and its development.
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What inspired you to start a career as an indie developer?
I have always been fiddling with games on the side, but it has always been more of a hobby rather than anything else. I like the game medium because of the interactivity, it’s possible to build worlds that people can actually explore, driven by their own curiosity.
You’ve been developing Rain World for three long years. How does the current game compare to your original vision?
Hehe where do you put the line for “the original version”? I remember many different versions of rain world, both from when it was a few boxes moving around in a maze and later versions as well, that also looked quite different from what we have now, save from the main character. I think the Movement Prototype* I uploaded way back is still around on the internet, if you can find that you can try your hands at a very early version of Rain World. If it really was, though, the world of Rain World wasn’t really invented back then. Short answer - pretty much everything
In your TIGForum devlog, you’ve said that the art style was inspired by graffiti and old cartoons, but what were the inspirations for the world and gameplay?
Oh, that’s a hard one. The world was actually originally intended to have more of a resemblance to the sources of inspiration you mentioned, but drifted to something slightly more realistic. You can still see remnants of those styles though - the monochromatic palette of the levels comes from the old cartoon style, and many of the plants are supposed to borrow part of their shapes from graffiti ornaments. Gameplay has never really had those influences, inspiration for gameplay would rather be something like the harshness of nature.
As a fan of stealth games, I find the AI developed for the game quite fascinating. Was this focus on AI your intention from the beginning? Has it been difficult developing such a layered system?
I have always been interested in AI, so working that into the game has come naturally. Because the game always has had stealth elements, a somewhat decent AI was a necessity. I don’t really know if it was difficult - rather frustrating. Like, there is no mind-bending mathematics going on, just a lot of glitch fixing and endless iteration.
Given the reactive and adaptive nature of the AI, have the creatures ever behaved in an emergent way that surprised you?
Sometimes they do surprise me, but it's rarely mind-blowing because their actions are so limited. The lizards' choices in any given situation are basically all about where to move - the world doesn't allow for many more interactions than that as it's not a puzzle game with a lot of doors and levers and the like. I have tried to get a few interesting interactions in there though, such as lizards occasionally picking up objects and the like. I'd love to spend more time on AI interactions, but it might be a balance where you don't want to end up with the lizards doing so much other stuff that they don't have time to hunt you.
Currently Rain World seems to revolve around a simple gameplay loop: collect bats, evade lizards, return to shelter before the rain falls. Do you have plans to expand these mechanics, perhaps introduce new mechanics, in the full game?
Yeah, followers of the devlog will know about the pups. Basically the game will revolve around the cycle you mentioned, but when you find a few orphaned pups things will get mixed up a bit.
Reading through your devlog on TIGForums, it seems like the relationship between slugcat, lizard, and bat is core to the mechanics and game’s fundamental structure, and at this point, seems finely tuned and well balanced. How would the addition of new creatures and enemies affect and enhance this core system?
This trio of creatures will always be the core of Rain World, throwing in something else might wreck the balance. I do have ideas of other creatures, but they would not be as reoccuring as the lizards and flies. Rather they would be placed in special locations on the world map, and feature as occasional encounters, to spice up and bring excitement to exploring the world.
Also, was the focus on such a small number of creatures due to the limits of your current engine or just an extension of your vision for the game?
It’s sometimes difficult to keep apart limitations and vision, especially in game making where you can only get a good artistic result if you very consciously work with your technical limitations rather than against them. That said, there has never really been a technical limitation to the number of creatures, but it has rather been a question of development time. I early on decided that I wanted few, well made creatures rather than many species with less care given to each one of them.
You can support Rain World on Kickstarter, and follow its development on TIGForums. The game was recently Greenlit on Steam.
*Here is the download link for that early Movement Protoype (.rar)*
There are no enemies and you can't balance on poles, but you can climb around and see how the slugcat moves and animates. Player 1 controls are Arrows for movement, K to jump. Player 2 controls are ESDF for movement, Q to jump
Quietly in the background a group of open-source and Linux enthusiast websites (full disclosure: including FreeGamer ;) ) has developed a new platform for promoting open-source games: http://www.linuxgameawards.org/
One of its regular features will be a monthly award and a related promotion drive for the winner on all affiliated sites.
As a start, our community came up with the first 10 nominees for the January 2014 award and you can now vote for your favorite game of those here.
P.S.: One of the nominated projects, SuperTuxKart, had a new release today also. Don't forget to check it out and vote for them if you like it.
One of its regular features will be a monthly award and a related promotion drive for the winner on all affiliated sites.
As a start, our community came up with the first 10 nominees for the January 2014 award and you can now vote for your favorite game of those here.
P.S.: One of the nominated projects, SuperTuxKart, had a new release today also. Don't forget to check it out and vote for them if you like it.
While Blender3D is one of the premier FOSS projects out there, its integral part the Blender Game Engine (BGE) is often belittled as not a serious game engine.
While the criticism is certainly not completely unfounded and the integration of limited "non-programming" game code creation (via logic bricks) gives it a bit of a "RPG maker" image, it really is a quite interesting platform to work on it seems.
Ok, probably as of now the BGE is really more of a rapid game prototyping engine, but previous experience during the Yo, Frankie! project has actually shown that at least compared to some other well known FOSS engines, it is a serious contender (that Blender Foundation project originally started on Crystal Space, and after many problems was implemented in the BGE in a few weeks only).
So what makes it so interesting? Well for one there is the full integration with a creation tool (obviously Blender3D) so that getting your content into the game is only a matter of making it. No exporters or anything needed... it just works. Then of course there is the fully scriptability via Python, also integrated tightly. Basically you never have to exit Blender, and testing your game can be done right in the editor with one click (no compiling etc. necessary). Oh and did I mention the great physics capabilities via Bullet, also build right in?
In addition your created game will be immediately available on any platform the Blender Game player has been ported (all major desktop operating systems, with an Android port under development and a browser plugin, too). In addition you can choose to publish your game as a single .blend file, giving the users a direct access to all the source files of the game; a wet dream of any true FOSS game developer!
The tight integration with the GPLed Blender Player, has been a major source of discontent with the predominately propitiatory game developing users of the BGE however. Thus there now exists also a few options to encrypt your game and/or run it on an external engine that can be kept close source (but I will not go further into that here).
You can find a lot of (sometimes really awesome looking: 1, 2, 3) game projects on the Blenderartists.org forum. Now as I said, most of it is sadly closed source with propitiatory artworks, but I also have the feeling that some simply don't know or care about the legal implications of their "freeware" game (which sadly shows that even many people who use a great FOSS tool, mostly care about the "free as in beer" aspect of it).
One of the more interesting projects right now (which might or might not become a full FOSS game) can be seen in this video:
It shows the most recent work by Martinesh, who is basically BGE's resident game art guru. Two years ago we already featured previous awesome work by him, but sadly that Air Race project is by now canceled.
What he is now working on is however rather a show-case for the really nice new graphical features in the BGE which he and others are developing in the so called "candy" development branch (on his blog there are also more details and nice videos from some time ago).
Another cool recent project it the rewrite of the the logic bricks visual programming idea via nodal logic blocks called Hive.
While not completely integrated into Blender yet, you can already try it via an external editor (the created python code works fine inside Blender). There are also some tutorials and a documentation for it.
Since my programming skills also lack somewhat, I find that an interesting tool... however most likely it is rather a nice way to do some level scripting, than actually programming the real guts of a game with it.
So where can you get started with developing your own game using the BGE? Well, the blenderartists.org sub-forums are always helpful, with some nice beginners video tutorials linked here, here, here and here ;)
There are even some books available (this one in particular is quite recent, which is a plus given the fast development of Blender3D) and there is of course the official Blender documentation.
Oh and a good source of content is (besides our friends opengameart.org of course) Blender Swap (nice interview with one of the creators here).
If you have further questions please comment below or ask over at blenderartists.org!
While the criticism is certainly not completely unfounded and the integration of limited "non-programming" game code creation (via logic bricks) gives it a bit of a "RPG maker" image, it really is a quite interesting platform to work on it seems.
Ok, probably as of now the BGE is really more of a rapid game prototyping engine, but previous experience during the Yo, Frankie! project has actually shown that at least compared to some other well known FOSS engines, it is a serious contender (that Blender Foundation project originally started on Crystal Space, and after many problems was implemented in the BGE in a few weeks only).
So what makes it so interesting? Well for one there is the full integration with a creation tool (obviously Blender3D) so that getting your content into the game is only a matter of making it. No exporters or anything needed... it just works. Then of course there is the fully scriptability via Python, also integrated tightly. Basically you never have to exit Blender, and testing your game can be done right in the editor with one click (no compiling etc. necessary). Oh and did I mention the great physics capabilities via Bullet, also build right in?
In addition your created game will be immediately available on any platform the Blender Game player has been ported (all major desktop operating systems, with an Android port under development and a browser plugin, too). In addition you can choose to publish your game as a single .blend file, giving the users a direct access to all the source files of the game; a wet dream of any true FOSS game developer!
The tight integration with the GPLed Blender Player, has been a major source of discontent with the predominately propitiatory game developing users of the BGE however. Thus there now exists also a few options to encrypt your game and/or run it on an external engine that can be kept close source (but I will not go further into that here).
You can find a lot of (sometimes really awesome looking: 1, 2, 3) game projects on the Blenderartists.org forum. Now as I said, most of it is sadly closed source with propitiatory artworks, but I also have the feeling that some simply don't know or care about the legal implications of their "freeware" game (which sadly shows that even many people who use a great FOSS tool, mostly care about the "free as in beer" aspect of it).
One of the more interesting projects right now (which might or might not become a full FOSS game) can be seen in this video:
It shows the most recent work by Martinesh, who is basically BGE's resident game art guru. Two years ago we already featured previous awesome work by him, but sadly that Air Race project is by now canceled.
What he is now working on is however rather a show-case for the really nice new graphical features in the BGE which he and others are developing in the so called "candy" development branch (on his blog there are also more details and nice videos from some time ago).
Another cool recent project it the rewrite of the the logic bricks visual programming idea via nodal logic blocks called Hive.
While not completely integrated into Blender yet, you can already try it via an external editor (the created python code works fine inside Blender). There are also some tutorials and a documentation for it.
Since my programming skills also lack somewhat, I find that an interesting tool... however most likely it is rather a nice way to do some level scripting, than actually programming the real guts of a game with it.
So where can you get started with developing your own game using the BGE? Well, the blenderartists.org sub-forums are always helpful, with some nice beginners video tutorials linked here, here, here and here ;)
There are even some books available (this one in particular is quite recent, which is a plus given the fast development of Blender3D) and there is of course the official Blender documentation.
Oh and a good source of content is (besides our friends opengameart.org of course) Blender Swap (nice interview with one of the creators here).
If you have further questions please comment below or ask over at blenderartists.org!
Hi folks,
My name is Artem (KroArtem in IRC) and I wanted to post an article here almost for a year. Nowadays I have an opportunity to do this. Let me introduce myself: I'm studying at St.Petersburg State University, Faculty of Applied Mathematics and Control Processes, trying to become a programmer and a mathematician :) In my spare time I like to test some linux games, report bugs, give feedback, translate them and so on. Actually this is the way I've met SuperTuxKart developers. Today I want to obtain an interview from them.
Firstly, let me remind you what SuperTuxKart is. SuperTuxKart is a kart racing game that features free software mascots, has a cartoony style, includes different game modes and supports multiplayer (split-screen). You can visit STK's site and receive some more information about the game.
Secondly, I want to name our beloved developers and contributors: Joerg «hiker» Henrichs, Marianne «Auria» Gagnon, Magne «Arthur_D» Djupvik and Jean-Manuel Clemençon aka «samuncle». Please note that there are some more contributors but unfortunately I didn't manage to contact them. I think 4 people would be enough for the interview, though :)
I've prepared some questions and sent them via emails and here are the results:
FG: Please say some words about yourself/your job.
FG: Explain in a few words how and when did you join STK's team?
FG: Say what role do you have in the project? (Leader, package maintainer, etc)
FG: Why do you work on this project?
FG: Are you satisfied with existing development? Do you think STK needs more contributors/testers/artists?
FG: How do you see STK in the future?
FG: What do you think is important, what do you like / don't like in stk's development/community/etc.
Finally I want to say that we're waiting some new and interesting additions, like Overworld, a big track from where the player will start his journey, or... but hey, feel free to follow SuperTuxKart updates via forum, blog or mailing lists! :)
My name is Artem (KroArtem in IRC) and I wanted to post an article here almost for a year. Nowadays I have an opportunity to do this. Let me introduce myself: I'm studying at St.Petersburg State University, Faculty of Applied Mathematics and Control Processes, trying to become a programmer and a mathematician :) In my spare time I like to test some linux games, report bugs, give feedback, translate them and so on. Actually this is the way I've met SuperTuxKart developers. Today I want to obtain an interview from them.
Firstly, let me remind you what SuperTuxKart is. SuperTuxKart is a kart racing game that features free software mascots, has a cartoony style, includes different game modes and supports multiplayer (split-screen). You can visit STK's site and receive some more information about the game.
SuperTuxKart's new track, Blackhill Mansion
Secondly, I want to name our beloved developers and contributors: Joerg «hiker» Henrichs, Marianne «Auria» Gagnon, Magne «Arthur_D» Djupvik and Jean-Manuel Clemençon aka «samuncle». Please note that there are some more contributors but unfortunately I didn't manage to contact them. I think 4 people would be enough for the interview, though :)
I've prepared some questions and sent them via emails and here are the results:
FG: Please say some words about yourself/your job.
Arthur: My name is Magne, and I am an avid fan of SuperTuxKart. I'm interested in computers, music, animated cartoons and of course games.
Auria: My name is Marianne, I work mostly as a developer for SuperTuxKart. I am going to complete my computer science studies at university in the coming months.
Hiker: I've studied computer science in Germany, and am now working as a consultant for the Australian Bureau of Meteorology. I help them using their supercomputer for their operational and research numerical weather and climate predictions.
Samuncle: I like drawing and hiking. On the professional side, I am currently studying telecommunications to become technician.
FG: Explain in a few words how and when did you join STK's team?
Arthur: Well, I had been playing the game's predecessor TuxKart as one of the few 3D games my computer could handle back in the day in Linux. Later my brother said a fork of the project had appeared in the repositories, so I went on to install STK 0.3. I was impressed by the changes, and decided I would try to follow the project's mailing list. Of course, I couldn't manage to keep quiet, so I engaged in discussion and asked questions, and got always nice, friendly answers back, which made me want to stay with the project and get involved where I could.
Auria: I liked kart games like Mario Kart. So many years ago I downloaded STK - version 0.3 I think. However this old version had major issues; so I decided I might as well do small improvements, like replace the then cylindrical lighthouse with something better, etc. And a few years later here I am, core developer :)
Hiker: I discovered TuxKart as part of a suse Linux installation, and soon found that a 'Game of the Month' had started intending to improve TuxKart. That project had basically been abandoned (due to some disagreements between the original developer and the GotM-team). A fork was created to save their work, but the project was dead. I basically picked up the project from there, fixed the bugs and performance issues, and did a first playable release of STK. Then I was hooked on ;)
Samuncle: Initially, I wanted to propose ideas that could help improve the graphics. I liked STK but I thought we could do better visually.
FG: Say what role do you have in the project? (Leader, package maintainer, etc)
Arthur: I mostly test and give feedback on the project, report bugs, write updates on our blog, and make some trivial changes now and then, mostly graphics related.
Auria: I am a core developer to the game itself, and occasionally work on 3D modelling. I am second only to our benevolent dictator Joerg :)
Hiker: I am one of the two project leaders.
Samuncle: I work on the graphics of the tracks. I build new tracks from start to end, or I improve existing tracks. I use mainly blender for the 3D, gimp for textures and mypaint for drawing.
FG: Why do you work on this project?
Arthur: Because I like the game, and because it's a very unique project in the world of Free software. It's an arcade racing game with only mild cartoon violence, and it has a very distinctive gameplay. Most other Free racing games are more realistic and doesn't have a cartoonish theme. Also because the developers are very nice people, and the community as a whole is good to be in.
Auria: I like kart games, I like programming, I like the STK team.
Hiker: Originally my main motivation was to give something back to the open source community by fixing the performance problems STK had after the GotM project. But then I got interested in the game, and still have some ideas I might want to implement once I have an engine with all features I need. Additionally I hope that STK might serve as a teaching tool as well, it would be easy for schools to pick up and perhaps use STK in their lessons.
Incidentally, the fact that it is like Mario Kart was never a point for working on STK - I had never played any kart game till two years after I started working on STK (and people kept on telling me: "It's like MK", so after a while I decided to have a look).
It also keeps me entertained on my way to work, since I mostly work on the train on my way to work :)
Incidentally, the fact that it is like Mario Kart was never a point for working on STK - I had never played any kart game till two years after I started working on STK (and people kept on telling me: "It's like MK", so after a while I decided to have a look).
It also keeps me entertained on my way to work, since I mostly work on the train on my way to work :)
Samuncle: Because I would like supertuxkart to have nicer-looking graphics. Along the way, I also use this as an opportunity to learn blender and another tools. It's also fun to play a game you contribute to.
FG: Are you satisfied with existing development? Do you think STK needs more contributors/testers/artists?
Arthur: I am satisfied with the direction of the game, I only wish things would happen faster! But for that to happen, we need more people to help contribute. So if you have something you think would add to the game, please come forward with your skills, or just your ideas (though we get millions of those, and usually fall short on man/woman-power). Programmers and 3D artists are especially welcome, but as said everyone can get involved as much as they want to. And we're all a friendly bunch, so getting involved isn't hard. :)
Auria: We could certainly use with a few more developers and artists :) the networking feature, for instance, is often requested and help would be welcome in making it come
Hiker:r: Well, the team could certainly be bigger, with atm two code developers and about two regularly contributing artists many things take much longer than necessary, or need to be postponed till later.
But the team itself works quite well together, so I am quite happy about this.
But the team itself works quite well together, so I am quite happy about this.
Samuncle: I think a network mode is what STK lacks most, so if someone could work on this it could help get things moving forward.
FG: How do you see STK in the future?
Arthur: I see it as an even greater game, with more fun, more polish and a larger community, and also an online multiplayer community. In short, I think it can only get better from here. :)
Auria: As any open source project, it's very hard to see the future. Let me just say that I would like STK to grow with a solid set of nice-looking tracks, improved AI and better single player mode as well as multiplayer.
Hiker: By switching to a more modern graphics engine we have opened the way for much better looking tracks, and slowly we are replacing older tracks with newer ones. Support for networking will certainly give STK more appeal to a wider audience. By then I hope to find some time to implement more game modes to make STK a more unique and interesting game, and less of a 'copy' of other kart games.
Samuncle: Hmm, I don't really know ^^ I would like it to be more cohesive (not less fun though), that there is more unity (between tracks, most notably). I would not be against reducing the number of tracks to improve their quality (because maintaining a world takes time)
FG: What do you think is important, what do you like / don't like in stk's development/community/etc.
Arthur: The important thing is to have fun, and stay cool. We are blessed with very stable project leaders, who have been pushing the game forward for many years. So even though I'd sometimes wish development would be faster, it's important that people do things in a tempo they are comfortable with, and don't burn out. Also, there are more important things in life than STK, but I do say it has made mine a little richer. So if you like the game, feel free to register at our forums, join the mailing list and IRC and take part in the discussions. :)
Auria: It's important and very welcome to get help with testing, especially when betas or release candidates and released; translations are also very important. The less fun aspect is managing everyone's expectations, people have many ideas of what they would like us to code for STK but it would take 10 of us to do it all :)
Hiker: In contrast to commercial game design we have only limited influence on the 'style' of tracks, since especially the kart and track design is done by various artists, mostly following their own taste. We nevertheless try to maintain the vision where we want STK to be at. With the addon-server we luckily have now the option to publish karts and tracks that might not fit in the main game for everyone to download. It of course means that Auria and myself sometimes have to be the (hopefully) benevolent dictators, but I think that is very important in order to keep STK on track.
The most disappointing point is that we often get people interested in helping to develop STK, but they then disappear leaving a less than half finished mess of code behind. I guess many people overestimate their available time, or underestimate the complexity of STK.
The most disappointing point is that we often get people interested in helping to develop STK, but they then disappear leaving a less than half finished mess of code behind. I guess many people overestimate their available time, or underestimate the complexity of STK.
Finally I want to say that we're waiting some new and interesting additions, like Overworld, a big track from where the player will start his journey, or... but hey, feel free to follow SuperTuxKart updates via forum, blog or mailing lists! :)
Hey Freegamers,
My name is Antoine and I’ve been a devotee of this site and the Linux Game Tome for years. Now I have the priviledge to contribute back an article. Thank you qubodup for helping me out with this article. I love open source games, but I have a particular soft spot for those that allow creativity and collaboration from their users. Imagine if there existed an open source, and therefore completely editable, game engine with as much content as Morrowind’s fans have created available for it? As many of you are aware, there are currently fan projects working to extend the life, reach, and functionality of The Elder Scrolls III: Morrowind far beyond what’s possible using Bethesda’s Construction Set modding tools.
Can you guess which screen is rendered by what engine? :)
About Morrowind: Morrowind is an enormous proprietary game loved by fans for its atmospheric and immersive world filled with bizarre giant mushrooms, homes built into giant vines, and barren wastelands. However, it was plagued by software bugs, had many elements that were half-baked in their execution, and its game engine took poor advantage of GPUs. Some of these problems fans were able to address with unofficial patches and mods, but others could not be solved without changing the actual game engine.
When I found an open source reimplentation of the Morrowind engine I had to become involved. I’m very new to the group, but I’m helping out the PR team. However, just days after finding OpenMW, I discovered two more such projects existed, with rumors of a fourth. Mark Siewert of The Crystal Scrolls (and soon OpenMW), said the multitude of projects are a testament to the interest people still have in this game’s strange world. Indeed, look at the massive undertakings of fan projects like Tamriel Rebuilt, MGE XE, MGSO, or type in on YouTube “Morrowind 2011” or “Morrwind 2012” and you’ll get a sense for the countless hours fans continue dedicating to improve Morrowind a decade after its release.
I spoke with the developers of the different engines about their projects to get an idea of what their development status is, what their goals are, and how they’re accomplishing them. A quick disclaimer; you need a legal copy of Morrowind to use any of these engines for playing Morrowind. You can get one from steam (it goes on sale every couple of months) or by purchasing one on ebay.
OpenMW began in 2008 by Nicolay Korslund, it uses ogre3d, bullet physics, OpenAL, OIS, NifLib, and MYGUI. Nicolay stepped down as project lead last year and was replaced by the developer Marc “Zini” Zinnschlag and is joined by many great developers.
Project Aedra, was started by Tom Lopes in 2009. It employs NifLib, Bullet Collision, Quake 3 Arena for "pmove" character controller code, and the FastLZ library.
The Crystal scrolls was started by Mark Siewert in 2007 and it employs the Crystal Space 3d engine.
So what do these projects have in common? Well, they are licensed under some form of the GNU GPL license, written in C++, and aim to have all the features of original Morrowind, including compatibility with all official and unofficial expansions and plug-ins (and those based on external programs such as the Script Extender). Their individual goals are listed below.
Additional Goals:
OpenMW | Project Aedra | The Crystal Scrolls |
|
|
|
Features:
OpenMW | Project Aedra | The Crystal Scrolls | ||||
Windows | Done | Done | Done | |||
Mac OS X | Done | - | - | |||
GNU/Linux | Done | Wine | - | |||
Game launcher | Done | - | Planning | |||
Console | Nearly | Nearly | - | |||
HUD | Early | Partial | - | |||
Render Interior | Done | Nearly | - | |||
Render Exterior | Partial* | Nearly | Done | |||
Sky Rendering | Early | Done | Partial | |||
Day/Night Cycle | Done | Nearly | Partial | |||
NPC Rendering | Nearly | Partial | Done | |||
NPC Animations | Nearly | - | Nearly | |||
NPC Dialogue | Nearly** | - | - | |||
Sound effects | Partial | Done | - | |||
Music | Done | Done | - | |||
Object Collision | Partial | Done | - | |||
Object interaction | Nearly | Nearly | - | |||
Water Layer | Nearly** | Nearly | Partial | |||
Scripting | Nearly | Partial | - | |||
Multiplayer | - | Early | - | |||
Plugin Merging | - | - | Planning | |||
Graphical Replacer Support | Done | Done | - | |||
Multithread Stream Loading | - | Partial | - | |||
Hardware Animations (Shaders) | Planning | Partial | Nearly | |||
Load Doors | Done | Done | - | |||
Render Particle Effects | - | Planning | - | |||
Read Scrolls and Books | - | Done | - | |||
Menus | - | Partial | - | |||
Ground Blends | - | Early | - | |||
Distant Land | - | Partial | - | |||
Journal | Partial | - | - | |||
Nearly** = Code is in the repository, but not in the latest release. | ||||||
Partial* = Code is in repository, but likely to not be activated in a release for quite some time. | ||||||
- = No code or planning done yet, or possibly not intending to include. |
When is your next release?
OpenMW: No exact date, but we are on the verge of our big 0.12.0 release.
Project Aedra: One was just released. The latest download is r163.
Crystal Scrolls: After recently returning from an unexpected and prolonged hiatus, I released a new snapshot two weekends ago.
What’s next?
OpenMW: Work on version 0.13.0 has already begun.
Project Aedra: Everything (in no particular order); scripting, multiplayer, key binding, animated textures, GUI, conformance (tweaking every little thing to be the same as in Morrowind), ground blends, bug fixing, animated skins, distant Land, 3D SFX, and shaders.
Crystal Scrolls: I am going to join forces with the OpenMW team and help them in getting their own project out of the door. While I will still continue developing this project, I also want to see one of the many Open Source Morrowind projects completed. And from my point of view, OpenMW is likely to reach maturity first. I am planning to do more work on things that do not depend on the renderers, so this should be of use to OpenMW as well.
Concerning Crystal Scrolls 0.3:
Concerning Crystal Scrolls 0.3:
- Plugin/Mod support. Possibly with a launcher which lets you disable/enable plug-ins
- Support for original save games (it's no that different from plug-ins).
- Object interaction. This will enable many additional features, such as picking up objects, entering internal cells, and more.
How big is your team?
OpenMW: We have eleven active developers (with varying degrees of involvement with OpenMW) and five people working on things like package maintenance, public relations, and website administration. Our team list is here.
Project Aedra: 1 person, me!
Crystal Scrolls: Myself.
How can people contribute?
OpenMW: If you are skilled with C++ or have game programming skills please register at our forum, look at the version 0.13.0 thread and find an unassigned task, assign it to yourself and get started. Also we want people with fast computers and video editing skills to record demonstration videos for Youtube. We hope that releases post 0.13.0 will be playable enough to necessitate many bug testers. If you are learning how to code, download and have a look at OpenMW.
Project Aedra: I'm looking for C and C++ game programmers with prior experience who can help program.
Crystal Scrolls: There are many ways to help out. Now that rendering and animation is mostly out of the way, it is feasible to start implementing more features. My primary goal for 0.3 is to add plug-in/mod support, and object interaction, but one can easily imagine things that are not blocked by this feature: sound, the console, scripting, etc. So if you want to help, install the program and find something that is missing and that might not depend on plug-in support or object interaction.
There you have it folks; three projects sharing a lot of common ground, but with some different goals and feature sets. Which is the best? That depends on who is asking. I suggest trying out all three every six months or to see how their changing and defining their own style. No doubt they will influence each others development with ideas and solutions. It is very exciting that Mark Siewert is joining the OpenMW team. Here’s to open source, games that facilitate creativity, and the preservation and improvement of games for posterity!
Currently, art copylefts are weak with respect to code. If I'm a programmer and I want to write code that's specifically for use in libre software, all I have to do is slap the GPL on it and I'm done. If someone uses my code in their program, they either have to GPL their program or I can force them to stop distributing it.
Artists don't receive the same protection. If I want to make a piece of art (be it an image, model, sound file, etc) for use in libre software, I'm out of luck. As it stands, all the people using my art have to do is share their modifications to my art and they're free to do whatever they want with the code. There aren't currently any acceptable libre licenses that cover a situation in which a program loads a specific art file. (Mind you, as an artist, it doesn't matter to me if someone loads my file in a proprietary editor, the same way it wouldn't matter to me as a coder if someone loaded my GPLed code into a proprietary text editor. More on this later.)
Over the last couple of years, a number of artists who have been frustrated by this particular issue have come to me and asked me what could be done about it. Many of them have asked me to include a noncommercial licensing option on OpenGameArt to address this issue. Unfortunately, NC licenses are incompatible with free software and as such I'm not able to include them on OGA without seriously violating the stated mission of the site. NC licenses do somewhat address this issue (although mostly by accident), but the problem with them is that they're far too broad about how you can use the media in question. A better solution is needed.
So, a few months after OpenGameArt.org was founded, I had a discussion on the debian-legal mailing list about licensing that would expand the copyleft for artists by (in short -- please read the details of my plan before criticizing) forcing the programs that load a specific piece of media to also be licensed with a strong copyleft.
At the time, I was politely shot down. In their defense, at that point I was just a random person off the street with yet another random idea for yet another random license. Two and a half years later, I'm now recognizable by at least two or three members of the FOSS community (making me a small-time contributor instead of just a random dude) and I've had long discussions with people about the specific provisions of what exactly a license like this would require and how it would interact with free software.
Now, the key here is that for something to be free software (or compatible with free software), it can't prohibit "bundling". Bundling in this case is the idea of including multiple separate programs in the same archive. For something to be free software, the license must allow it to coexist peacefully with proprietary software.
In any case, for the purpose of this discussion, I'll refer to this hypothetical media license as the Foo License. Any media released under the Foo License would require that any code that specifically references that piece of media be licensed under a strong copyleft (such as the GPL or the Foo License or others -- we can define these by enumerating them specifically or just listing a set of requirements). If a program does not specifically reference the piece of media covered under the Foo License, then the program would not trigger the share-alike requirement.
To give specific examples of this, if I write a game that loads a certain sprite that's covered by the Foo License, my game code would need to have a strong copyleft. Conversely, if I distribute an image viewer (or editor) along with a bunch of images that are covered by the Foo License, the image viewer would not fall under the sharealike clause because there's nothing in the code that tells it to reference a single, specific Foo Licensed image.
Now, some game engines are clearly generic. If you run that engine on a specific data file or point it at a specific tree, the resulting game could be completely different from one stored in a different data file. The Doom engine is a specific example of this, although there are many, many others. In this case, the engine itself is completely generic, and would fall outside the scope of the Foo License. What is not generic here are the scripts and data files that define the actual game. In these cases, while the engine itself is generic, the script layer is not, because it has to reference specific items in order to load them and tell the game engine what to do with them. A generic engine like this is essentially a VM, and much like the GPL, the Foo License would not cover that the VM that runs the code.
One argument I've seen against this is that it's possible in some cases for people to construct specific, inconvenient examples of how you might skirt the requirements of the license. I can't deny that those situations exist, however the same sorts of situations exist for the GPL, and coding around them is a fairly effective deterrent (not to mention the fact that deliberately circumventing a license puts you on shaky ground anyway). It's been done, but it's not done all that often and it tends to make things inconvenient for both programmers and their customers. In any case, no edge case like this that anyone has brought up before has rendered the license non-free, so even if the Foo License is imperfect, it would still, like the GPL, work in most cases.
So, I'm looking for comments on this, but before you comment, please make sure you've read this carefully. Below is some copypasta that I'll use to answer you if you ask a question that I've already addressed. Please consider these answers before you ask, and if you're guessing that I'm going to respond with one but you believe it doesn't apply, explain why. :)
- [ ] While your example could conceivably get around the intent of the license, it would be inconvenient to implement and doesn't render the license non-free. In any case, the GPL has similar edge cases.
- [ ] The program you mentioned is a generic viewer/editor and is not programmed to reference *specific* media files.
- [ ] In your example, the engine would not be covered because all of the media is referenced in a completely separate script layer, which *would* be covered.
- [ ] In your example, the engine would be covered because it references the media in question by name.
- [ ] I understand your wariness, but the fact that this hasn't been done in the past don't make it not worth considering.
- [ ] Just because there are multiple ways we could decide how to address this issue, doesn't mean that it's ambiguous. It must means we need to talk about which way would be best and settle on a decision (see additional comments).'
- [ ] While it may initially seem that the GPL would cover this case, the FSF has clarified (see "Non-functional Data") that art is data, and the linking requirements in the GPL do not apply in the case of art. Thus, even if the art itself is GPLed, the FSF doesn't consider it "linking", and the share-alike requirement is not triggered. (Added 12/28)
Bart Kelsey
OpenGameArt.org
During my tenure thus far as the head of OpenGameArt.org, I've run into a lot of different requests for art by various projects. I'd like to start out by saying this: Please, if you need art for your FOSS project, don't hesitate to come ask us! That's why we're here. :)
That being said, there are ways to ask for art, and ways not to. Unlike some places, we'll never yell at you for not asking correctly, but there are still some things you can do (and avoid doing) to make your request more likely to be filled. I'd like to go over these today.
Be specific about what you want.
By far the biggest challenge in making art for FOSS games is that projects will have artists come and go, and because of that it's difficult to maintain consistency between pieces of art. It's possible to have a bunch of art elements that are all individually excellent but have a game that looks horrible because the art elements don't go together well.
The first thing you need to know is what general theme you're looking for. Describe it and provide examples and references. That will give your artists a general idea of what to go for.
If at all possible, you'll also want to provide a color palette for the artists to use. Your palette doesn't need to be enforced with an iron fist, but it does need to be enough to give artists direction so that whatever thematic elements they make will fit into your game. If you're making a game with a dreamy pastel theme, dark, gritty colors aren't going to fit (and vice-versa).
Provide design guidelines. This is particularly important for your user interface icons. Tell us how thick you want the outlines to be. Tell us if you want things to be angular (and, if so, what angles), or rounded. Should we use gradients? Pixel art? Vector art? Digital painting? If possible, write up a short document describing how to produce the general look of what you're going for.
Now, that's a lot to think about, and it applies a lot more to large requests than small ones. If you're only asking for a couple of things, you can get away with a few general bullet points describing what you want. If you've got a large, ambitious project, your design guidelines really ought to be part of your design document.
People have expressed hesitation in the past about making these decisions because they'd rather leave them up to the artists. That's a valid concern, and we'd love to help. If you don't have a set of design guidelines, come talk to use on IRC (#opengameart on freenode) and we'll walk you through the process. We may even draw some up for you by request, as long as you're willing to take part in the process. :)
Make it easy.
Art is like code. It takes a lot of time and effort. If you're asking someone who doesn't have a vested interest in your project to spend their spare time making you something, you have to meet them half way. Make a list of the specific pieces of art that you want, and make sure that it's up to date. Many projects keep wiki pages that show their art assets. If you have such a wiki page, it's absolutely imperative that it be updated with the art that you already have, so artists know which things they ought to be working on.
Don't expect artists to poke through your code repository to figure out what you need versus what you already have. A lot of artists aren't familiar with version control systems (nor should they need to be). In general, it's not a good idea to ask an outside artist to do legwork that you're capable of doing yourself. Even if you find an artist who's willing to do that work for you, the hours they spend organizing your project's existing art will be hours not spent utilizing their artistic talents, which is a waste.
Be nice.
Hopefully I'm preaching to the choir here, but be understanding of the fact that a lot of artists don't code. Many of them don't use Linux. This doesn't mean they're dumb or that they lack talent -- they like to work in an environment where they're the most productive. Artists (and other people) will tend to gravitate to projects where people are polite and accepting
Mind you, it's perfectly reasonable to ask that your art assets be created with FOSS tools, but be aware that it's a trade-off -- on one hand, it's a badge of pride for your project to have a 100% FOSS workflow, but on the other hand you shrink the pool of available artists. If you're going this route, explain yourself politely, and many people will be willing to work with you on it.
Be realistic.
If you're coming in with a very ambitious project (like an MMO) and requesting very specific resources, be prepared to produce several hours of real gameplay. This isn't a hard and fast rule -- we make exceptions from time to time, based on circumstances. If the art you're requesting is something that would be generally useful to a lot of projects, we'll be more likely to help you out, because we know the time won't be wasted even if you don't end up using it yourselves. With one exception, we've turned down art requests for MMO projects that don't yet have solid gameplay. This isn't out of spite -- we just have limited resources, and need to put those toward projects that are more likely to succeed.
If your project is one or two people with a concept for a great MMO, you're not ready for art assistance yet. Expand your team and build a game. If we have the necessary resources, we'll try and help you once you have something that runs with real gameplay (quests, etc).
On the opposite end of the spectrum, some projects are essentially finished (playable, with placeholder art), and come in with relatively small requests. These are the types of requests that we'll address first and with highest priority, because we know that the art will be used almost immediately. If you have a mostly finished project with programmer art (or art lifted from unlicensed sources), we'd love to help you! Come talk to us. :)
Trade.
If you have a talented artist (or musician, sound effects person, etc), and you need some art that's outside of that person's comfort zone, find out if they'd be willing to help out another project in exchange for one of their artists helping your project. There's a lot of art talent out there in the FOSS community, but there's not quite enough to go around for every project. Trading art between projects is a great way to get your requests filled. If your game project has talents (art, coding, audio, writing, etc) that you'd be willing to trade for other art, note that in your request, and someone on another project might see it and be willing to help you out.
Buy.
I think the anti-commercial sentiment in the FOSS community is starting to subside a bit, but it's still out there. Artists have to eat and pay rent too, and if you'd like good art for your project, sometimes the best thing to do is just spend money on it (particularly if OpenGameArt can't help you for whatever reason). There's nothing wrong with spending money on a Free project -- remember, it's free as in speech, not as in beer. If you believe in your project and have been willing to sink a lot of hours into it, you might want to consider sinking some funds into it too, if you have cash available. I've commissioned a lot of art myself and I have a good idea where to look and how much people generally pay for good art, so I'd be happy to talk to you if you have questions concerning doing your own art commissions.
Other caveats
If you're requesting art from OpenGameArt.org, be understanding of the fact that some resources are harder to provide than others. Pixel and vector art, and untextured, low-poly 3d models are relatively easy. Sound effects, music, and concept art are somewhat harder. High poly 3d work, particularly with textures, takes the most time. Given our limited resources, we'll be more likely to spend our time where we can be the most effective. You can always feel free to request anything, but be understanding of the fact that some requests are easier than others.
In conclusion...
Art isn't easy, and as a community we're still figuring out how to integrate artists into the FOSS movement. I'm kind of rare in that I'm a good coder and a decent artist -- not great, but enough to have some understanding of the issues that artists and coders run into when trying to communicate. If you don't know how to make a request, come talk to us, or make a post in the OpenGameArt.org art requests forum. If we need more information, we'll ask for it. :)
Thanks for reading!
Bart K.
(BartK on irc.freenode.org -- again, you can find me in #opengameart).
That being said, there are ways to ask for art, and ways not to. Unlike some places, we'll never yell at you for not asking correctly, but there are still some things you can do (and avoid doing) to make your request more likely to be filled. I'd like to go over these today.
Be specific about what you want.
By far the biggest challenge in making art for FOSS games is that projects will have artists come and go, and because of that it's difficult to maintain consistency between pieces of art. It's possible to have a bunch of art elements that are all individually excellent but have a game that looks horrible because the art elements don't go together well.
The first thing you need to know is what general theme you're looking for. Describe it and provide examples and references. That will give your artists a general idea of what to go for.
If at all possible, you'll also want to provide a color palette for the artists to use. Your palette doesn't need to be enforced with an iron fist, but it does need to be enough to give artists direction so that whatever thematic elements they make will fit into your game. If you're making a game with a dreamy pastel theme, dark, gritty colors aren't going to fit (and vice-versa).
Provide design guidelines. This is particularly important for your user interface icons. Tell us how thick you want the outlines to be. Tell us if you want things to be angular (and, if so, what angles), or rounded. Should we use gradients? Pixel art? Vector art? Digital painting? If possible, write up a short document describing how to produce the general look of what you're going for.
Now, that's a lot to think about, and it applies a lot more to large requests than small ones. If you're only asking for a couple of things, you can get away with a few general bullet points describing what you want. If you've got a large, ambitious project, your design guidelines really ought to be part of your design document.
People have expressed hesitation in the past about making these decisions because they'd rather leave them up to the artists. That's a valid concern, and we'd love to help. If you don't have a set of design guidelines, come talk to use on IRC (#opengameart on freenode) and we'll walk you through the process. We may even draw some up for you by request, as long as you're willing to take part in the process. :)
Make it easy.
Art is like code. It takes a lot of time and effort. If you're asking someone who doesn't have a vested interest in your project to spend their spare time making you something, you have to meet them half way. Make a list of the specific pieces of art that you want, and make sure that it's up to date. Many projects keep wiki pages that show their art assets. If you have such a wiki page, it's absolutely imperative that it be updated with the art that you already have, so artists know which things they ought to be working on.
Don't expect artists to poke through your code repository to figure out what you need versus what you already have. A lot of artists aren't familiar with version control systems (nor should they need to be). In general, it's not a good idea to ask an outside artist to do legwork that you're capable of doing yourself. Even if you find an artist who's willing to do that work for you, the hours they spend organizing your project's existing art will be hours not spent utilizing their artistic talents, which is a waste.
Be nice.
Hopefully I'm preaching to the choir here, but be understanding of the fact that a lot of artists don't code. Many of them don't use Linux. This doesn't mean they're dumb or that they lack talent -- they like to work in an environment where they're the most productive. Artists (and other people) will tend to gravitate to projects where people are polite and accepting
Mind you, it's perfectly reasonable to ask that your art assets be created with FOSS tools, but be aware that it's a trade-off -- on one hand, it's a badge of pride for your project to have a 100% FOSS workflow, but on the other hand you shrink the pool of available artists. If you're going this route, explain yourself politely, and many people will be willing to work with you on it.
Be realistic.
If you're coming in with a very ambitious project (like an MMO) and requesting very specific resources, be prepared to produce several hours of real gameplay. This isn't a hard and fast rule -- we make exceptions from time to time, based on circumstances. If the art you're requesting is something that would be generally useful to a lot of projects, we'll be more likely to help you out, because we know the time won't be wasted even if you don't end up using it yourselves. With one exception, we've turned down art requests for MMO projects that don't yet have solid gameplay. This isn't out of spite -- we just have limited resources, and need to put those toward projects that are more likely to succeed.
If your project is one or two people with a concept for a great MMO, you're not ready for art assistance yet. Expand your team and build a game. If we have the necessary resources, we'll try and help you once you have something that runs with real gameplay (quests, etc).
On the opposite end of the spectrum, some projects are essentially finished (playable, with placeholder art), and come in with relatively small requests. These are the types of requests that we'll address first and with highest priority, because we know that the art will be used almost immediately. If you have a mostly finished project with programmer art (or art lifted from unlicensed sources), we'd love to help you! Come talk to us. :)
Trade.
If you have a talented artist (or musician, sound effects person, etc), and you need some art that's outside of that person's comfort zone, find out if they'd be willing to help out another project in exchange for one of their artists helping your project. There's a lot of art talent out there in the FOSS community, but there's not quite enough to go around for every project. Trading art between projects is a great way to get your requests filled. If your game project has talents (art, coding, audio, writing, etc) that you'd be willing to trade for other art, note that in your request, and someone on another project might see it and be willing to help you out.
Buy.
I think the anti-commercial sentiment in the FOSS community is starting to subside a bit, but it's still out there. Artists have to eat and pay rent too, and if you'd like good art for your project, sometimes the best thing to do is just spend money on it (particularly if OpenGameArt can't help you for whatever reason). There's nothing wrong with spending money on a Free project -- remember, it's free as in speech, not as in beer. If you believe in your project and have been willing to sink a lot of hours into it, you might want to consider sinking some funds into it too, if you have cash available. I've commissioned a lot of art myself and I have a good idea where to look and how much people generally pay for good art, so I'd be happy to talk to you if you have questions concerning doing your own art commissions.
Other caveats
If you're requesting art from OpenGameArt.org, be understanding of the fact that some resources are harder to provide than others. Pixel and vector art, and untextured, low-poly 3d models are relatively easy. Sound effects, music, and concept art are somewhat harder. High poly 3d work, particularly with textures, takes the most time. Given our limited resources, we'll be more likely to spend our time where we can be the most effective. You can always feel free to request anything, but be understanding of the fact that some requests are easier than others.
In conclusion...
Art isn't easy, and as a community we're still figuring out how to integrate artists into the FOSS movement. I'm kind of rare in that I'm a good coder and a decent artist -- not great, but enough to have some understanding of the issues that artists and coders run into when trying to communicate. If you don't know how to make a request, come talk to us, or make a post in the OpenGameArt.org art requests forum. If we need more information, we'll ask for it. :)
Thanks for reading!
Bart K.
(BartK on irc.freenode.org -- again, you can find me in #opengameart).
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