Ask HN: Favourite open source game?
While there are fewer of them, there are quite a few fully open source, open content games out there, like Thrive, 0ad, Warzone2100, Endless Sky etc.
What is your favorite fully open source, open content game?
Edit: please vote on the comments people post too. Up if you like, down if you dislike, don't vote if you haven't played it or are neutral on it.
380 comments
[ 3.3 ms ] story [ 286 ms ] threadKittens: https://bitbucket.org/bloodrizer/kitten-game/src/master/
I'm not sure how different it is to the git version but there are always recent updates.
https://store.steampowered.com/app/1536610/OpenTTD/
Huh, if it was designed with a PlayStation controller in mind it might actually control nicely on a Steam Deack. And it has Linux support!
All super basic, but always ready to go when you've got a few minutes to kill.
As an aside, does anyone have any sort of insight into how these open source games come about? Is it the force of one individual mostly or is there a place to find likeminded gamedevs for a project?
There are some places to discuss libre/open games:
https://libregamewiki.org/ https://libregames.gitlab.io/ https://freegamedev.net/
https://forums.tigsource.com/
There is also Game jams; events where you have to make a game alone or as a team in a limited time. A few successful commercial games come from these jams. The biggest jams organize meetup places all around the world, usually at colleges or cybercafés. (i don't know how it is now with the covid thing).
Itch.io maintains a calendar with all jams: https://itch.io/jams
edit:
notch minecraft post on tigsource: https://forums.tigsource.com/index.php?topic=6273.0
https://github.com/OpenRA/OpenRA
I wish the developer of ChronoDivide would open source their code. I read it was implemented in TypeScript.
https://chronodivide.com/
The hardest part about setting that up is likely the servers.
https://github.com/CleverRaven/Cataclysm-DDA
Now I'm going to lose another few days to it, everytime I have to ween myself off it, then I get sucked into it all over again for some crazy adventure.
Pity it's not GPL.
By comparison, when I tried to play NetHack I managed to get stuck in a pit due to heavy armour, a more satisfactory death.
Dungeon Crawl https://crawl.develz.org/
OpenRA https://www.openra.net/
Battle for Wesnoth http://www.wesnoth.org/
FreeCiv http://freeciv.org/
Endless Sky https://endless-sky.github.io/
[0]: https://github.com/tmewett/BrogueCE
You see a Jelly in the second floor? You die. You see a Goblin? You die.
You don't get "experience points" for killing anything, and there's no "leveling up" (though drinking potions of life increases your max HP). You can see your HP (and your nutrition) as liabilities but they're also resources -- if you go several dungeon levels without losing any HP, maybe you're being too picky about your fights. If you end up popping a bunch of life potions in the first few levels, maybe you're not being picky enough.
Stealth is a totally valid tactic (press ']' to turn on a view of the stealth radius, notice that spending a turn waiting reduces your stealth radius to 1/2 normal, and also I like to press '\' to turn off the dynamic light effects to make it easier to see my stealth radius). You can get through the game in leather armor (especially if its a special one that lets you reflect incoming spells or that lets you blithely breathe otherwise-harmful atmospheric effects).
"Mobility" builds that let you be super choosy about your engagements are also workable (lots of obstruction, blinking, and tunneling).
Tank builds where you've got enchanted plate and broadsword and you're smashing everything also work, but really only to a point. You won't win going head-to-head with dragons.
"Mage" builds with a couple enchanted damage staves and a ring of wisdom are fun, but I scarcely ever find the items I need to make it work.
Oddly enough, the majority of my deaths are to eels :\
I love love love Brogue. Read the code too, the author is great about doing things like building gradient descent maps for the dungeon level and only invalidating them when the dungeon configuration changes, that kind of thing.
This is a favorite. And just to add, after I got a bit tired of roguelikes I tried out Flare and got hooked on the old version in my distro's repos. It's an isometric 3D action RPG.
Later I found it is still under active development and really fun, with a greatly improved base campaign and community mods available as well.
Be sure to get the AppImage rather than whatever might be in older repos if you're running Linux.
https://flarerpg.org/
Recent presentation by Justin, the lead developer: https://flarerpg.org/2022/02/21/i-love-free-software-day-202...
Blog: https://flarerpg.org/blog/
Forums: https://opengameart.org/forums/flare
FreeDoom, Nexiuz, Xonotic, Warsow, Urban Terror, World of Padman, Tremulous, OpenArena are popular examples of wholly free games based on id's engines, though some of them may be more actively maintained than others.
Quake3e is my favorite, despite requiring a copy of the game.
And ultimately the original games go on sale for digital purchase for a few dollars all the time so they're not a huge expense to eventually get and then play all the free levels people create as they intended.
Edit: if you download it and install it, be aware that there's a script buried in 'misc/tools/rsync-updater' that updates to the latest autobuild. The last official release, 0.8.2, is really old.
I thought about including it as a suggestion, but the modding community doesn't seem to care about licensing. The code is all properly licensed (Apache/MIT), but FAFAICT none of the content mods come with a license file, which means it's all free as in beer, not free as in speech.
The game itself is fun, but the best stuff I've seen is it being reused, modified, and adapted for LARPs and crowdplay.
Out of Orbit is a great and ongoing example, a Finnish escape room-ish experience that also has a Twitch game putting stream chat in the role of the ship's AI: https://outoforbit.fi/ and https://www.twitch.tv/outoforbitgame/about
Empty Epsilon powers the game part, with integrations using its DMX interface and HTTP API to provide hardware interfaces and things like Twitch chat commands modifying the game state.
But I've never been a fast RTS player, I'm more of a casual civ turn-based player, so is BAR playable for me? Does it cater to the South Korean Zerg rush pros or the base builders?
I don't know if more recent RTS games improved in that, but Springs UI was way ahead of other RTSs at the time.
Without going into detail, BA had very tense gameplay without getting too bogged down by micro managing units.
http://sc2.sourceforge.net/
According to Wikipedia:
> Released to critical acclaim, Star Control II is widely viewed today as one of the greatest PC games ever made, and has appeared on numerous publications lists of the greatest video games of all time.
It was open sourced in 2002, and is available in most package repos (as “uqm”).
They even updated the Super-Melee mode to be playable over the Internet.
Does anyone know how to get sound working on WSL1 + VcXsrv?
https://danbolt.itch.io/wizard-of-the-board
I've been playing for a full on decade, the game was your typical third person shooter but around 2015 a mod came out that allowed fast completion of puzzle like maps, then it diverged and it now has two versions. Everyone mostly sticks to its ddnet counterpart. but the quake style, deathmatch/ctf/team is still fun at times. though nobody plays it.
https://www.gnu.org/software/liquidwar6/
[1]: https://web.archive.org/web/20011128105604/http://cns-web.bu...
[2]: https://paste.sr.ht/~ninjin/fdd615d6e32e1316014dece892128697...
[1]: https://www.youtube.com/watch?v=tI3-Wwl5Xtg
Anyone looking to get started with hexagonal grids should check out [1] from Red Blob Games. Comprehensive tutorial on hex grids explaining coordinates, fields of vision, pathfinding and more.
[1] https://www.redblobgames.com/grids/hexagons/
A very dangerous game to play though, you'll boot it up in the morning for a way to kill an hour and... it'll suddenly be midnight.
There was a similar game, written in java (server and client I believe), called Europa. Had a grid of X's, simple UI (tell units where to go) and the "water pressure" would slow from the cities that make armies to wherever you pointed them. Even included things like using 3 armies to make 1 paratrooper that could jump a square or two.
The author even sent me a copy, not sure I still have it though.
The closed source javascript game https://generals.io is a good simplification of XBattle, I've seen one OSS server reimplementation of it.
If you can find the code for Europa I'm interested, I think it was released as OSS but I couldn't find it when looking around.
To download: https://web.archive.org/web/20050925030417/http://www.cgl.uw...
I've played a bit of Simutrans, where each prospective passenger has an origin and a destination, and if you can take them there, they use your services, otherwise they don't.
Now I'm sure the simulation isn't perfect but it seems to make enough sense for game logic.
you can go way complex with orders, like only depart when 50% full or 100% full, to optimize your lines.
I think Railroad tycoon 3 had a good system. Cargo flowed towards a destination, even if there weren't methods to transport goods. Cargo would prefer to take the easiest path though, so if you built a rail line between a source and destination, the cargo would prefer the line.
Why does it need to make any more sense than that to be enjoyable?
[1] https://giphy.com/gifs/unity-game-dev-xbattle-stdR5qYdqrgNll...