Not quite ready for users, but more than ready for more developers. It compiles and runs (if you can follow the long list of instructions)
Subject: Genre, Game name
Genre: Multi-player online RPG (hardly massive at this point, but aiming for that eventually)
Name: Wograld
Content:
* What is the project?
The project is my whole life, basically. The history starts back in 1997 when I first played Ultima Online. Well actually, It doesn't start then, but after playing Ultima Online for a number of years, I realized all the things UO could have done better including.
1) Do more stuff server side, client side was all very well in the early 90's but trusting the clients too much later on lead to cheats.
2) bad user interface design decisions. You don't need me to to tell you about UOASSIT, UOAUTOMAP, etc etc, and the fact the client had way too many missing features.
3) Not open source (self-explanatory)
4) Non-free artwork (self-explanatory)
5) proprietary lore (self-explanatory)
Also, I did not like the game play directions UO took at times, but I really wanted a Linux native game I could just run and not worry about breakage under wine or worrying about getting the UI extension programs to run under it. After playing UO, I played other games in the genre including WOW (for a year, quit that at the same time as UO about) Runescape (I'm embarrassed to admit I still play, it, but really although runescape got some things better (craft skills, dungeoneering skill) It seriously lacks in other areas that UO really aced. The game I forked from, crossfire, is a hard core unix nerd's rpg, it has things like stat loss (yes, it has even less players than the number of murderers during UO murderer stat loss days, because surprise surprise, most players hate stat loss) lack of gathering skills, expensive craft skills, and quests with negative rewards.
More about the project itself and project roadmap and features are on the site itself, at www.wograld.org.
Our next release should feature bank boxes and secure trading between players. This will obviously require changes to the client and server. After that we will look at changing the races and starting areas. (more of an artwork issue, but probably needs some code as well)
* Contributors need to have all of the following
1) a few hours a week minimum to spend on the project.
2) A broadband internet connection.
3) an installed Linux box
4) familiarity with the linux command line.
5) ability to follow directions in the readme (I can help with this but you must be willing to follow a long multi-step process)
6) an interest in MORPGS and Wograld in particular (should go without saying, but you might be surprised)
And one or more of the following skills
1) Java programming
2) C programming
3) 2d pixel art
4) Gnu autotools
5) perl scripts.
* Link to the project page.
www.wograld.org
* Mention the code's and assets' license(s)
Everything right now is pretty much GPLv2 Or later. I don't intend to change that right now, although the site mentions gpl v 3 or later. I might change it if we end up using AGPLed code on the server. (an advantage that no one can "steal the server then)
* Link to a gameplay video if you have one.
(no game play video yet, game play will change significantly from what will be shown, I'll add this later)