LinWarrior 3D - Le Bottin des Jeux Linux

LinWarrior 3D

Specifications

Title: LinWarrior 3D Type: Linux Game
Genre: Strategy Status:
Category: Strategy ➤ Misc. Commercial:
Tags: Mecha Demo:
Released: Latest : 2010_12_31 R18 / Dev : 16ca9cdd9b Package Name:
Date: 2013-06-30 Extern Repo:
License: GPL v2 & (Sampling Plus 1.0, CC-BY(-SA), CC-Sampling+) Repo:
Perspective: Third person Package:
Visual: 3D Binary: ✓
Pacing: Real Time Source: ✓
Played: Single PDA:
Quality (record): 5 stars Quality (game):
Contrib.: Goupil & Louis ID: 11770
Created: 2010-08-20 Updated: 2019-06-02

Summary

[fr]: Un jeu de combat de Mechas (des robot-tanks géants) orienté arcade [en]: A free portable open source Mecha Simulation Game

Videos

Trailer / Gameplay [en] / [en] / [fr] :

Links

Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t t t r r r g] [WIKI] [FAQ] [RSS] [Changelog 1 2]

Commercial : (empty)

Resources
• (empty)
Technical informations
[Open Hub] [PCGamingWiki] [MobyGames]

Social
Devs (Benjamin Pickhardt [en]) : [Site] [Forums] [twitter] [YouTube] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube]

On other sites
[The Linux Game Tome]

Reviews


News / Source of this Entry (SotE) / News (SotN)
[Free Gamer (20120928)]

Description [fr]

Un jeu de combat de Mechas (des robot-tanks géants) orienté arcade, par Benjamin Pickhardt (hackcraft.de).

LinWarrior 3D est un jeu de combat de Mechas (des robot-tanks géants) mono-joueur orienté arcade, en 3D OpenGL.
Vous pilotez un Mecha - avec toute liberté de mouvement sur le terrain - et détruisez vos adversaires au travers de différentes missions de recherches, de reconnaissances et/ou de destructions.
Le jeu poursuit son développement depuis 1999.

Description [en]

Linwarrior the free portable open source Mecha Simulation Game - since 1999

LinWarrior targets to be a somewhat classical open source Mech-Sim/Game - a multiplatform open terrain combat and campain simulation game.

LinWarrior is not exclusively bound to any specific classic title also its historic working title may suggest otherwise. Gameplay should not be FPS-like but it may still be arcade-like and surrealistic.

The primary target of development is single player campaigns and not realistic graphics, physics or network play. But saying that graphics and physics are unwelcomed would be untrue - but even then physics is more desireable for a simulation game.

New features may come in as time and program evolution flows - no fate.

Abstractions of realism is what the small artist can compete with against the modern camera - metaphorically spoken.

The Planet's Core

It implements the actual mecha-piloting or mission-game-play as a stand-alone-program. The Core is what's currently under development. Currently missions are hardcoded while features are still evolving. Eventually it will be filebased - so missions and components of Mechas may be defined in files. Currently the Core is invoked by hand but will be called by a frontend lateron. The Core will return a result-value indicating mission success or failure. Bounty may be stored in a file.

A Terra-Forming-Tool

A simple integrated Terra-Forming tool will provide a means to modify missions on the fly. It will enable landscape shaping, object placement and gardening without leaving the simulation core.

The World's Intermission-Frontend

A game specific frontend will provide higher level Campaigning, Financing, Investment, Trading, Customizing, Storytelling or RPG-ing which isn't covered by the Sim-Core itself. Since it is separated from the actual Core it may be implemented in any technology able to start another program. The Frontend provides or generates a mission file to the game-core which includes the player's, NPC's and opponent's mech-configurations.

Most suitable would be a 2D-Frontend but it may be text-based, SDL, windowed, swing, html-browser - you name it! This may allow for a vast amount of mods based around different themes and stories.

Installation [fr]

Pour compiler (non testé), installez les dépendances (les paquets 'lib' avec l'extension '-dev' sous Synaptic) :
bibliothèques SDL (voir la fiche "006 - Glossaire & licences courantes" du Bottin), GLEW, OpenAL et freealut.

Test [fr]

Commentaires généraux :
Au vu de l'évolution des copies d'écrans, le jeu semble faire de gros progrès et son auteur semble décidé à ne pas s'arrêter de si tôt : une très bonne nouvelle.