LinWarrior 3D 2010_08_28 r17
Navigate a giant walking tank through a 3D world and fire at enemies!
In this game you have to navigate a giant walking tank through an open landscape - follow navigation-points tracking down targets and fulfilling mission objectives like search, recon, destroy or any combination.
LinWarrior itself is thought as an dedicated mission simulation-core and campainging frontends will hopefuly developed by other third party developers (you all).
LinWarrior is far from complete and game-"evolution" goes on: Please visit hackcraft.de to find out more about it's current state and what's to come...
LinWarrior 3D targets to be a somewhat classical open source Mech-Sim/Game - initially developed on winter holidays 1999 (to start learning OpenGL) for linux but now it's multiplatform. LinWarrior 3D is not exclusively bound to any specific classic title. Feel-of-control should *not* be FPS-like but may still be arcade-like and surrealistic. Classical means that the primary target of development is single player campaigns and not realistic graphics or physics.
Abstractions of realism is what the small artist can compete with against the modern camera - metaphoricaly spoken.
The Planet's Core
The Core is what's currently under development. It implements the actual mecha-piloting or mission-game-play as a stand-alone-program. Currently missions are hardcoded as features are still evolving. Eventually it will be filebased - so missions and components of mechs 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.
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.
Like the Intermission-Frontend the Terra-Forming-Tool will provide a means to model and define Missions separated from the Simulation-Core to keep unnecessary complexity away. A simple Terra-Forming-Tool would provide a 2D eagle eye view on a map where symbols - indicating objects - can be placed.
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What's New in This Release:
- Added Procedural Landscape:
- Procedural dunes.
- Decal objects.