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Dev-Corner: the challenges of developing long, plot-heavy FOSS games

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Xenogear: Fighting Elly's Gear

Xenogears is one of my favorite games of all time. For those of you who are unfamiliar with it, it was a Japanese RPG for the Sony PS1 in 1998. Not everyone agrees that it was an amazing game, but it's undeniably one of the longest, most plot-heavy RPGs ever made, especially given the fact that most of the plot is in the form of the main story line as opposed to random side-quests that have very little to do with the overall goal. Xenogears is particularly interesting in that each time you play it through, you'll pick up more and more little plot details that you missed the first time around. This is because not only does it have a massive main plot, it also has a massive back story spanning several thousand years, which is only really revealed in small details that are only apparent once you're already familiar with the main plot.

By this time, some of you are probably wondering why I'm raving about a proprietary console game on a FOSS gaming blog. Well, there's another interesting fact about Xenogears that makes it very relevant to the topic of developing games with long, linear plots: it was never really finished. There's all sorts of speculation as to why this might have been; my own pet theory is that upper management decided they'd been waiting too long and paying too much, cut the project short, and told them to shove it out the door as-is. This becomes very apparent when you reach the second half of the game -- it goes very abruptly from a deep, plot-heavy game to an irritating scene where they briefly summarize massive amounts of plot that would have added about thirty to fifty hours of gameplay, before finally releasing you back out into the world to do a few last quests and fight the final boss.

So Xenogears, the Unfinished Symphony of JRPGs, is as example of two really important points:
  • It's difficult to predict the real scope of a project until after you've already committed to it, and...
  • Even big teams with large amounts of money often have trouble finishing ambitious projects in a timely fashion.
Painfully, these issues apply in even greater force to non-commercial game projects (a category that the vast majority of FOSS game projects fall into). On average, FOSS developers tend to have less time and be less reliable than people working on large, proprietary, commercial projects. This isn't because they're less reliable people in general, but because they're real people with real day jobs who are largely doing their FOSS coding work on a volunteer basis. Hence, developers and artists tend to come and go, and even when they're with the project for a long time, they tend to have a wildly variable amount of time that they're able to devote to it, depending on what else is going on in their lives. As such, maintaining a level of coding an artistic consistently equal to that of a large, heavily funded project is a tremendous challenge, because in general you're working with smaller units of work from a much larger team.

So as I see it, if we as FOSS developers want to create the sort of plot-heavy games that I'm referring to (be they JRPGs or whatever else), the odds are stacked against us from the outset. So here's what I'd like to discuss:

FOSS software development undeniably has certain strengths that closed development lacks -- the sheer volume of ideas, as well as the fact that, since FOSS development is primarily done on a volunteer basis, you aren't limited by time or budget in the traditional sense -- your project can continue as long as people remain interested and dedicated, and there's no one in upper management to tell you it's time to throw away your efforts. With this in mind, I'd like to pose some questions for everyone, and hopefully get some discussion going:
  • How can we, as a community, apply these strengths to the sort of project that requires a large development team and a grand, unifying vision?
  • How do you go about convincing a large number of people to join an ambitious project? As someone who has been following FOSS game development for quite a while now, overly ambitious projects tend to make me very skeptical. How do you overcome this skepticism and convince people to help you out, if you're dealing with the sort of project where it's not practical to start small?
  • Once people are on board, how do you keep the quality consistent? How do you keep a ton of people interested in working on a grand plot line that's already been fleshed out essentially from start to finish? FOSS developers need (and deserve) to give input to the projects they're helping with. How do you maintain a vision while simultaneously leaving room for input?
  • One bit of advice I find myself giving out over and over is not to be too ambitious to start with. Sometimes, though, you need to be ambitious in order to make a project work. How can you divide things up in such a way that you can be ambitious yet still start small enough to get your project going?
Anyway, I'm serious about these questions. I've been giving ambitious projects (not a particular ambitious project, but rather the idea of them in general) a lot of thought lately, and I'm hoping that maybe we can put our heads together as a community and come up with some sort of strategy for tackling them.

I'd love to hear your thoughts!

Peace,

Bart K
Founder, OpenGameArt.org

Sensible Soccer 2006 ( FullRip )

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Genre: Sports
Publisher: Codemasters
Developer: Kuju Entertainment

Jon Hare, designer and producer of the original Sensible Soccer series, here collaborates with Codemasters and developers Kuju Entertainment for the return of the long-standing soccer series. This revival plays up the fast action and wild multiplayer of the original series, now with 3D visuals and new aggressive new arcade-style gameplay. The game comes complete with lightning fast football action, physics defying sliding tackles and unbelievable goals that can go curling into the top corner thanks to the outrageous levels of after-touch. Visually, the game has a distinctive new graphical style, which includes cel-shaded players designed with the classic enlarged heads from the original for easy viewing of the fast-paced action.

Features :

* Fully control the camera, is available to you any angle!
* More than 350 international and European clubs.
* More than 50 different tournaments, including international and club.
* Corporate humor, is a favorite of fans of the original game.
* Multiplayer support for up to 4 players.
* Powerful built-in editor which allows editing as a form of players, and the characteristics of international tournaments.

System Requirements :

* Operating system: Microsoft ® Windows ® 2000 or XP or Windows 7
* Processor: with a frequency of 1.5 GHz
* Video: 128 MB, GeForce 3 class, ATI 8500 or higher
* Free disk space: 600 MB
* Sound: DirectX-compatible sound card
* Memory: 1024 MB
* DirectX ® 8.0c

Size : 173 MB

Download

http://www.filesonic.com/file/117150872/Sensible.Soccer.2006.rar

OR

http://www.fileserve.com/file/a3rwBjS/Sensible.Soccer.2006.rar

OR

http://shareflare.net/download/01351.0151fad97afda8d0c46d58c24365/Sensible.Soccer.2006.rar.html

Death to Spies: Moment of Truth (RIP by RFG Team)

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Genre: Action
Publisher: 1cpublishing
Developer: Haggard Games

Semion Strogov is Captain of the 4th department of the Soviet counterintelligence service called SMERSH. SMERSH literally means in Russian Death to Spies, which was the name for a set of counterintelligence departments in the Soviet Army formed during World War II. Strogov is back from his previous missions and must now participate in a series of even more complicated and exciting military operations under the code name Death to Spies: Moment of Truth.

Features :

* Third-person stealth action which immerses the player into the atmosphere of World War II military intelligence operations
* Different types of missions based on real historical intelligence and counterintelligence operations
* Freedom to choose the way a mission is completed
* Extensive real-life indoor and outdoor locations
* A variety of different spy skills at the player's disposal such as sneak, hide, carry dead bodies, change clothes, mine objects, throw knives, sniping, picking locks, setting traps and many others
* Use different vehicles including cars and motorcycles
* Authentic weapons of World War II
* Advanced graphics engine

Minimum Requirements :

* Operating System: Microsoft Windows 2000/XP with DirectX 9.0c
* Processor: Intel Pentium IV 1.7 GHz or AMD Athlon 1.8 GHz
* Memory: 512 MB RAM
* Video card: NVIDIA GeForce 5200/ATI Radeon 9500 with 128 MB RAM
* Sound card: DirectX Compatible Sound Card
* Hard disc: 3 GB Free Hard disc Space
* CD ROM: DVD-ROM

Size : 383 MB

Download

http://hotfile.com/dl/107347890/d761a34/DTSpies_RIP.part1.rar.html
http://hotfile.com/dl/107348079/5abc071/DTSpies_RIP.part2.rar.html
http://hotfile.com/dl/107347883/2e95f56/DTSpies_RIP.part3.rar.html
http://hotfile.com/dl/107348020/4769668/DTSpies_RIP.part4.rar.html

OR

http://www.filesonic.com/file/116147061/DTSpies_RIP.part1.rar
http://www.filesonic.com/file/116147261/DTSpies_RIP.part2.rar
http://www.filesonic.com/file/116148411/DTSpies_RIP.part3.rar
http://www.filesonic.com/file/116147091/DTSpies_RIP.part4.rar

OR

http://www.fileserve.com/file/VYXTBAG/DTSpies_RIP.part1.rar
http://www.fileserve.com/file/MCBhGVU/DTSpies_RIP.part2.rar
http://www.fileserve.com/file/WVZbu3f/DTSpies_RIP.part3.rar
http://www.fileserve.com/file/b7snAz8/DTSpies_RIP.part4.rar

Break it! Launched

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Edit: The English is a little rough, but...

Hong Kong (23 February 2011) – SillyCube Technology Ltd has launched an Android game. User will shot the bricks with your stone ball. Each green brick will give you score. 3 stones to choose from, each take 5, 10 or 20 score per shoot. With 100 points it will proceed to the next level. On later stages there will be new challenges. In the Lite version

When three became two - Glests Uniting!

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So, to all those familiar with the Glest project...

Not familiar? Glest is a popular 3D RTS that wowed the Free gaming scene with it's high quality graphics and polished gameplay back when it was released in 2006.

...it has evolved into 3 distinct codebases, with differing features:

  • Glest
    The original Glest, which is barely developed any more and suffers from significant issues that will likely never get addressed, and lacks many features compared to the continuations.
  • Glest: Advanced Engine aka GlestAE
    A community-led continuation of Glest by adding features and rewriting significant portions of the Glest codebase.
  • Mega Glest
    With frustrations growing about the lack of stability of early GlestAE work, and the length of time between releases, a prolific modder started to add key features such as improved multiplayer, a 'mega pack' of mods (which inspired the name), and port useful changes back from GlestAE - the result was MegaGlest.

For some good videas of both forks, go to player UltiFD's youtube channel.

My impression of the different development approaches for MegaGlest and GlestAE is that MegaGlest development is driven by a "whatever works" mentality to make rapid improvements and bring more features to players. GlestAE development seems to be based on a much longer term outlook, with most work being fairly significant in nature and few basic improvements.

Where are they now

Both MegaGlest and GlestAE have remained much lower profile than perhaps the efforts of the developers have deserved. Whilst Glest remains popular, and enjoys many downloads due to high Internet profile, there is no mention of MegaGlest and GlestAE on the homepage and only people diving into the forum will discover them.

Lacking features and stability, players who fall away after trying Glest may have stuck around if they encounter MegaGlest or GlestAE, but they are unlikely to ever try them. Hopefully this will change now MegaGlest has an amazing website and will start to gain an Internet profile of its own.

Another issue is the increasing amount of time spent porting improvements between the two forks.

A further issue is that, since GlestAE has features that MegaGlest doesn't (and, to a lesser degree, vice versa), there is an increasing divergence in the modding communities.

Glest forms to join forces?

Well, the story may yet have a happy ending. After a brutal conflict, with bloodshed, riots, toppled dictators, eathquakes and... wait, I'm looking at the wrong screen...

After much pressing by Internet trolls and well wishers, it seems that a joining of efforts is in the offing.

Even if the efforts do merge, they may still remain separate entities. Reading through the post, there's talk of official liasons between the projects and all sorts. It seems a bit more complicated than you might expect.

There's even a distant hope that the resultant efforts of the GlestAE/MegaGlest merger may result in Glest 4.0 if the community finally takes over the now-abandoned Glest project.

In Other Glest News

Glest forks (MegaGlest, at leasT) now can have cliffs! This opens up a lot of possibilities when it comes to map design and gives the game a bit of vertical depth, making it look cooler (in my opinion - and I am incredibly cool).

Somebody with a peculiar middle name is making a fully-3D Glest-inspired game called GlestNG - it will use Glest assets but otherwise be completed written from scratch using Ogre3D. Will it ever become playable? Who knows, but it's intriguing nonetheless. So just when two forks merge, another project arises to take the spare seat. Hah!

A completely cool mod Annex Conquer The World (moddb) has been teasingly dangled in front of us, with acclaims already including: "Easily the best Glest mod since the original Magitech!!"

Let's hope it gets released as Free software! ;-)

Engines of War: Not dead!

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I made the mistake of writing the Spring DOTA-like game Engines of War off as dead the other day; I could not have been more wrong. In case you are unfamiliar with the term DOTA-like, the gameplay basically consists of controlling a single hero "Engine" unit and battling waves of AI controlled units, as well as opposing player controlled Engines.



They released a playable alpha a couple of weeks back with a very un-TA like UI and gameplay (take that Julius :P). So yeah, check it out!


Marco Polo ( PC Game/English )

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Developer: Duty Farm Games
Genre: Hidden Object / Puzzle

Travel back in time and get ready for spectacular adventures together with Marco Polo and his crew. Along the way you'll have to find hundreds of hidden objects, collect dozens of diamonds and beat 36 challenging minigames. Use the unique chance to travel around the world and visit legendary and mystical places in this outstanding adventure based on a true story of Marco Polo.

Game Features :

* Over 180 hidden objects in 36 stunning levels
* Beautiful scenes from around the world
* 36 challenging mini-games
* Based on a true story
* 3D effect through parallax-scrolling

Size : 167 MB

Download

http://www.filesonic.com/file/105929781

OR

http://www.fileserve.com/file/x8DhYqc

OR

http://hotfile.com/dl/106521348/3522ba4/MarcoPolo.indexdl.com.rar.html

Lugaru animations, maps and skeletons are free (ShareAlike)

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Remember when we talked about Lugaru getting ripped?

I just got reply (twice) from Wolfire that the licensing information described in this file is correct. [first ticket (img) | second ticket (img)]. Probably the permission was given in private conversation or in the hidden Wolfire forum.

I'm so glad they did license hard-to-recreate data as open content! Hopefully some completely free/open source project will come out of this. (There are many more steps/files to go though.)

The Sims Carnival - SnapCity

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Genre: Simulation
Publisher: Electronic Arts
Developer: Electronic Arts

An entry in The Sims franchise designed for casual game players, The Sims Carnival games are designed to be enjoyable and accessible games for players of all ages. The Sims Carnival SnapCity is a city-building puzzle game that is both strategic and accessible. In a fun, open-ended gameplay environment, players are challenged to position falling, colored blocks in just the right places to build their own personal cities. Featuring an array of industrial, commercial and residential neighborhoods, it’s never the same city twice! Players can also pick-up-and-play by jumping into 25 unique existing neighborhood levels.

Size : 222 MB

Download

http://www.filesonic.com/file/83452818/TSCSC.part1.rar
http://www.filesonic.com/file/83452802/TSCSC.part2.rar

OR

http://www.fileserve.com/file/sQc6QEU/TSCSC.part1.rar
http://www.fileserve.com/file/neaCdXz/TSCSC.part2.rar

Muse (PC/FINAL)

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Publisher: Bigfishgames
Genre : Hidden object

Delve deep into the psyche of three frustrated artists, each of whom is trying to create their masterpiece. Hope is an idea trying to break through the chaos and become realized as a work of art. Standing in her way is the Shade, the creative block preventing these artists from creating their masterpieces. Help the artists find their Muse in this exciting Hidden Object game!

Features :

* Fantastic storyline
* Awesome graphics
* Help artists find their Muse!

System Requirements :

* OS: Windows XP/Vista
* CPU: 1.0 GHz
* RAM: 256 MB
* DirectX: 8.1
* Hard Drive: 144 MB

Size : 128 MB

Download

http://www.filesonic.com/file/77795812/Muse.rar

OR

http://fileserve.com/file/k5wYCFp/Muse.rar

Flight Control

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Flight Control made it to the Android Market today. $4.99?????? What???????????????????? I'll be sticking with one of the substantially less expensive yet just as good clones already available like Air Control or Flight Director. Namco used to be my absolute favorite game company. Not any more with the ridiculously non-competitive pricing of their mobile games.

Dev-corner: m64's Development Lessons and Agile in Free Open Source Game Development

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In his first Lessons from Bulletstorm post, m64 talks about the importance of Level Design, Editors, Core Gameplay and Mechanics Tweaking for open source games (although most is general gamedev related).
First, a disclaimer – Bulletstorm is a big, single-player heavy, action game. If your game is different, the observations might not apply. Some observations are shaped by how Unreal Engine 3 works and might not be easily applicable to games created with other engines. Some might be difficult to apply due to technical limitations of an Open Source process – like having to exchange data through the Internet. Without any further ado, here goes.
Speaking of development: PARPG is doing an Agile/Scrum-style one-month sprint. This means that the whole team is working towards a handful of goals and that there are 30-minutes progress and planning reports twice a week [announcement]. The main theme of this development month is "Player Character Creation".

I'm currently contributing as UI designer on the project and am very motivated by the feeling of 'single-mind development' - the knowledge that man people from different spheres work on one main task at a time. It's great to know that not only I finish a design task but that it's going to be working in-game soon.

One of the mockups I produced during the sprint [more mockups]

Please note that this is not a one man's work. I actually created no part of this image but only drew some lines and moved around existing images by other artists! See this file for a list of the work in the mockup.

Do you consider m64's suggestions relevant to free game dev? Are there any principles/structures you have seen in foss game projects that improved development? What do you think of applying Scrum to open source games?

Monday Night Combat

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Genre:
Third-Person Shooter

Publisher: Uber Entertainment, Inc.
Developer: Uber Entertainment, Inc.
Language: English
Medicine: Present

Monday Night Combat is a class-based, third-person shooter -- and the most popular lethal sport of the future! It blends intense combat, finishing moves, and game show-like challenges and rewards to produce an action experience unlike any other. Why fight for "honor" or "duty" when you can fight for the real American dream: cash, fame and endorsements?

Features :

* Choose one of six distinct characters and defend the Moneyball against waves of robots in Single Player Blitz Mode with six challenges and two maps.
* Play online in Co-op Blitz with up to four players, build turrets, upgrade your Pro and protect your Moneyball against armies of robots
* Play competitive Crossfire mode with six on six defending your Moneyball while taking down theirs aided by endless stream of robots in five maps including Spunky Cola Arena
* Fully customizable games including Dedicated Server support hundreds of Protags to unlock with Lifetime Earnings, stats, custom classes and Steam Achievements
* Controller support

Minimum Requirements :

* OS: XP(SP3)/Vista/Windows 7
* Processor: 2 GHz Processor
* Memory: 1 GB RAM
* Graphics: DirectX 9.0c/Shader3.0 compatible, VRAM 512 MB (NVIDIA GeForce 7800 series or ATI Radeon X1900)
* DirectX: 9.0c
* Hard Drive: 2 GB of free space
* Sound: DirectX 9.0c compatible sound card

Size: 2.84 GB

Download

M-Ni-Co-2011.part01.rar
M-Ni-Co-2011.part02.rar
M-Ni-Co-2011.part03.rar
M-Ni-Co-2011.part04.rar
M-Ni-Co-2011.part05.rar
M-Ni-Co-2011.part06.rar
M-Ni-Co-2011.part07.rar
M-Ni-Co-2011.part08.rar
M-Ni-Co-2011.part09.rar
M-Ni-Co-2011.part10.rar
M-Ni-Co-2011.part11.rar
M-Ni-Co-2011.part12.rar

OR

M-Ni-Co-2011.part01.rar
M-Ni-Co-2011.part02.rar
M-Ni-Co-2011.part03.rar
M-Ni-Co-2011.part04.rar
M-Ni-Co-2011.part05.rar
M-Ni-Co-2011.part06.rar
M-Ni-Co-2011.part07.rar
M-Ni-Co-2011.part08.rar
M-Ni-Co-2011.part09.rar
M-Ni-Co-2011.part10.rar
M-Ni-Co-2011.part11.rar
M-Ni-Co-2011.part12.rar

OR

M-Ni-Co-2011.part01.rar
M-Ni-Co-2011.part02.rar
M-Ni-Co-2011.part03.rar
M-Ni-Co-2011.part04.rar
M-Ni-Co-2011.part05.rar
M-Ni-Co-2011.part06.rar
M-Ni-Co-2011.part07.rar
M-Ni-Co-2011.part08.rar
M-Ni-Co-2011.part09.rar
M-Ni-Co-2011.part10.rar
M-Ni-Co-2011.part11.rar
M-Ni-Co-2011.part12.rar


OR

http://www.filesonic.com/file/70192059/M-N...2011.part01.rar
http://www.filesonic.com/file/70096325/M-N...2011.part02.rar
http://www.filesonic.com/file/70105211/M-N...2011.part03.rar
http://www.filesonic.com/file/70124227/M-N...2011.part04.rar
http://www.filesonic.com/file/70192375/M-N...2011.part05.rar
http://www.filesonic.com/file/70159347/M-N...2011.part06.rar
http://www.filesonic.com/file/70159655/M-N...2011.part07.rar
http://www.filesonic.com/file/70159841/M-N...2011.part08.rar
http://www.filesonic.com/file/70192753/M-N...2011.part09.rar
http://www.filesonic.com/file/70165525/M-N...2011.part10.rar
http://www.filesonic.com/file/70168831/M-N...2011.part11.rar
http://www.filesonic.com/file/70193257/M-N...2011.part12.rar

Letter Rip!

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After posting the game's Press Release earlier this week I took the time to download and try out Letter Rip! That's interesting in and of itself because I generally run from word games as I'm far more of a numbers person. Yes, I stink at Scrabble and Word Jumbles. It's not that I want to be poor when it comes to rearranging letters in words... it just comes naturally.
Letter Rip! provides you

Space Combat

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Space combat tutorial [MUTE (couldn't record audio on win)]

Space Combat is a low-end 3d space shooter/simulator and holds promise through it's low-entry-curve tutorial*, which features computer voice. The voice is obviously-generated, although I couldn't find out what software was used.

Asteroid Field in Space Combat

Space Combat runs on Windows (couldn't run it using Wine unfortunately [Linux port request here]).

The project has two positions to be filled:

Mission designer
  • Missions (and campaigns) are XML-files that contain lists of objects and scripts. You can also create own AI-scripts.
3D Modeller
  • The game is in need of 3d objects for space ships, stations, objects...
This makes me wonder: can any developer report success at using SF.net's Help Wanted system? (Even for getting art creators on board? :) ) Or do you perhaps know of other such listings projects could use?

*I didn't get much further yet ^^

FAR Colony Funding & Kambi Engine Donations (Is it possible to make money with open source games?)

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The "Is it possible to make money" thread was revived recently. And then two projects I follow announced new funding-'features':

FAR Colony (First Autonomous Remote Colony) is "a game of exploration and space colonization being held in the 23th century". An 8 bit funding page was created [announcement] for it recently. The target is $800 in 109 days. A note at the bottom says:
Of course this project will continue to progress even if my goals aren't reached, it will be more slowly and limited without but will stay alive !
This makes me wonder: how to motivate donations towards open source games (besides making a good game ;) ).

Kambi (VRML) Engine has introduced a fundry.com page for project pledges, feature pledges and donations [announcement]. Fundry.com looks interesting and like an easy way to play the 'donation game', a concept I talked about long ago. Fundry currently accepts paypal only.

The only other open source game project to use fundry.com is the Construct SDK. Fundry has no API yet and writes "Contact us to let us know how you would use it." I think perhaps a Trac integration should be neat..

On a related note: sound specialists can earn $200 on this swamp sound task for Wesnoth.

Purity

0 comments

A long time ago, on the old FreeGameDev forum, I heard of Purity; an original game based on the idTech3 engine.
Recently, I was wondering what the project had become, and with the help of a few people on the irc channel, we managed to find the website, unfortunately, it appears the development stopped two years ago.
But the game is pretty cool, let me explain you what makes it interesting:
In Purity, there are no enemies! The enemy is the map, and you have to get you to the end.

In order to do that, you have 4 weapons:

-The PULS attack : a red rocket.

It allows you to activate red switches, and it allows you to jump. Right, in purity, you have no "jump button". You wanna jump? Shoot your feet, and you'll be sent in the air.
There is no lives or damage in purity, so it is not a big deal to shoot right between your feet.
You can also shoot the walls while you're in the air to project yourself higher. People who know DeFrag won't be surprised by this technique.

-The TRASE attack : a blue laser (Allows you to activate blue switches).
This laser works a bit like a hook : you can drag yourself to blue surfaces.
You can also repulse yourself from some other special blue surfaces.

-The BOM attack : a green grenade (Allows you to activate green switches).
This grenade implodes rather than explodes : if you are in the range of the grenade when it explodes, you'll be dragged to the center, and when the explosion finishes, you'll keep that speed, so you can use the BOM attack to project you to a other place.
There are also special surfaces where the grenade sticks.

-The SPHEER attack : a white shield (Allows you to activate white switches).
The SPHEER attack allows you to bounce like a bouncing ball.
Activating the SPHEER attack while you are running makes you dash, which permits you to jump over some short holes.

Combinations :
combination of bom+trase
And what makes Purity really great is that you can combine these attacks:
-Shooting a BOM attack with a TRASE attack makes it explode
-Activating the SPHEER in the range of a BOM attack makes it explode
-Using the TRASE attack on a PULS attack drags you to the rocket, basically letting you fly (I think this combo should be less powerful, maybe even removed, to make the puzzle game interesting)
-Activating the SPHEER while catching up a PULS attack makes it explode and projects you in the air

What still needs to be done in Purity:
-Audio needs to be redone, sounds are horrible and there is no music (though there is one really good in the video on their website)
-Some graphic effort could be made : some surfaces aren't really pretty.
-MAPS! Purity only has the 8 maps that train you to use the weapons and their combinations. Other maps available are training grounds with no end, just for practise.
Try and beat this!
So, I beg mappers here, please do some puzzle maps for Purity, it's all it lacks to be a great FOSS game!

PS : If you are an archlinux user, I made an aur package that allow you to install it easily in /opt : http://aur.archlinux.org/packages.php?ID=46512

Sony Xperia PLAY

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With HandyGames' recent press release that I just posted, I figured I'd provide my take on the Xperia PLAY. I'm now at the point where I've had a cell phone for over a decade. My first phone was a Kyocera Palm based phone and the reason for getting it was so that I could be contacted 'on call'. Being a gamer I also liked the idea of being able to play where I wanted with a device that was already

HandyGames™ Announces Three Launch Titles for Sony Ericsson’s Xperia™ PLAY

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Giebelstadt/Germany, 15th February 2010 - Sony Ericsson's long-awaited gaming smartphone Xperia PLAY was showcased on Sunday at the Mobile World Congress in Barcelona. As an official Xperia PLAY launch partner, HandyGames™ are providing MWC visitors with a first look at three HandyGames™ titles for the Xperia PLAY at the Sony Ericsson exhibition booth.

In addition to the award-winning casual

Planet.Alcatraz (2009/SKIDROW)

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Developer: 1C
Publisher: 1C Publishing
Genre: RPG

Planet Alcatraz is a classical RPG that is based on a specially developed system. In a general sense Planet Alcatraz can be portrayed as a non-linear adventure with lots of shooting. The action takes place on prison planet Alcatraz. Its inhabitants are inveterate criminals that were banished there for the life term for their terrible crimes.

System Requirements :

* OS: Microsoft® Windows® XP/Vista
* CPU: Intel Pentium IV 3 GHz or AMD Athlon 1,4 GHz+
* RAM: 1 GB RAM
* VGA: NVIDIA GeForce 6600/ATI Radeon X800, 128 MB
* HDD: 5 GB free disc space
* Sound: DirectX 9-compatible sound card

Size : 2.76 GB

Download

http://www.fileserve.com/file/Z8BRHBN/Plan3t.Alcatraz.part01.rar
http://www.fileserve.com/file/cEBBryS/Plan3t.Alcatraz.part02.rar
http://www.fileserve.com/file/apRUs8P/Plan3t.Alcatraz.part03.rar
http://www.fileserve.com/file/N62YFgf/Plan3t.Alcatraz.part04.rar
http://www.fileserve.com/file/ExMWvnC/Plan3t.Alcatraz.part05.rar
http://www.fileserve.com/file/2k24fbv/Plan3t.Alcatraz.part06.rar
http://www.fileserve.com/file/AXkR5rR/Plan3t.Alcatraz.part07.rar
http://www.fileserve.com/file/mftrGkK/Plan3t.Alcatraz.part08.rar
http://www.fileserve.com/file/S77ynFs/Plan3t.Alcatraz.part09.rar
http://www.fileserve.com/file/d5nxvHs/Plan3t.Alcatraz.part10.rar
http://www.fileserve.com/file/4A64Btk/Plan3t.Alcatraz.part11.rar
http://www.fileserve.com/file/pkyHJdG/Plan3t.Alcatraz.part12.rar


OR

http://www.filesonic.com/file/83998249/Plan3t.Alcatraz.part01.rar
http://www.filesonic.com/file/83997192/Plan3t.Alcatraz.part02.rar
http://www.filesonic.com/file/83997873/Plan3t.Alcatraz.part03.rar
http://www.filesonic.com/file/83997200/Plan3t.Alcatraz.part04.rar
http://www.filesonic.com/file/83999853/Plan3t.Alcatraz.part05.rar
http://www.filesonic.com/file/83997572/Plan3t.Alcatraz.part06.rar
http://www.filesonic.com/file/83997654/Plan3t.Alcatraz.part07.rar
http://www.filesonic.com/file/83997658/Plan3t.Alcatraz.part08.rar
http://www.filesonic.com/file/83999296/Plan3t.Alcatraz.part09.rar
http://www.filesonic.com/file/83999863/Plan3t.Alcatraz.part10.rar
http://www.filesonic.com/file/83999923/Plan3t.Alcatraz.part11.rar
http://www.filesonic.com/file/83997748/Plan3t.Alcatraz.part12.rar


OR

http://hotfile.com/dl/105022871/dd33c14/Plan3t.Alcatraz.part01.rar.html
http://hotfile.com/dl/105022940/dbad679/Plan3t.Alcatraz.part02.rar.html
http://hotfile.com/dl/105022957/cc0d7ed/Plan3t.Alcatraz.part03.rar.html
http://hotfile.com/dl/105022972/7288ee2/Plan3t.Alcatraz.part04.rar.html
http://hotfile.com/dl/105023577/d4f3823/Plan3t.Alcatraz.part05.rar.html
http://hotfile.com/dl/105024530/d18927e/Plan3t.Alcatraz.part06.rar.html
http://hotfile.com/dl/105024185/07ec9d9/Plan3t.Alcatraz.part07.rar.html
http://hotfile.com/dl/105024278/91118c0/Plan3t.Alcatraz.part08.rar.html
http://hotfile.com/dl/105023872/8a921d7/Plan3t.Alcatraz.part09.rar.html
http://hotfile.com/dl/105024815/f0c6ef4/Plan3t.Alcatraz.part10.rar.html
http://hotfile.com/dl/105024994/91bd5ce/Plan3t.Alcatraz.part11.rar.html
http://hotfile.com/dl/105024593/3186c91/Plan3t.Alcatraz.part12.rar.html

Dark Tales: Edgar Allan Poe`s Murders in the Rue Morgue

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Developer: Focus
Publisher: Bigfishgames
Genre : Hidden object

A dreadful murder and kidnapping has occurred in the Rue Morgue and only you can solve the dark crime! Follow the clues to find the killer and the missing family. Become the apprentice of the famed C. Auguste Dupin and solve the devious puzzles to find the hidden clues that will lead you to the monstrous murderer. Based on Edgar Allan Poe’s most acclaimed murder mystery, Dark Tales: Edgar Allan Poe’s Murder in the Rue Morgue is a fantastic Hidden Object game full of suspense and excitement.

Features :

* Based on Edgar Allan Poe’s most acclaimed murder mystery
* Find hidden objects and devious puzzles
* Vital clues will lead to the murderer
* Mysterious atmosphere and sumptuous scenes

System Requirements :

* OS: Windows XP/Vista/7
* CPU: 1.0 GHz
* RAM: 512 MB
* DirectX: 8.0

Size : 262 MB

Download

http://www.filesonic.com/file/83777026/Edgar.Allan.Po3s.Murd3rs.In.Th3.Ru3.Morgu3-JAGUAR.part1.rar
http://www.filesonic.com/file/83777009/Edgar.Allan.Po3s.Murd3rs.In.Th3.Ru3.Morgu3-JAGUAR.part2.rar

OR

http://www.fileserve.com/file/P55UF6G/Edgar.Allan.Po3s.Murd3rs.In.Th3.Ru3.Morgu3-JAGUAR.part1.rar
http://www.fileserve.com/file/89kcEAJ/Edgar.Allan.Po3s.Murd3rs.In.Th3.Ru3.Morgu3-JAGUAR.part2.rar

OR

http://hotfile.com/dl/104933083/611c1de/Edgar.Allan.Po3s.Murd3rs.In.Th3.Ru3.Morgu3-JAGUAR.part1.rar.html
http://hotfile.com/dl/104933039/f3d734f/Edgar.Allan.Po3s.Murd3rs.In.Th3.Ru3.Morgu3-JAGUAR.part2.rar.html