FreeMagic: TBS in vein of Master of Magic

FreeMagic: TBS in vein of Master of Magic

Postby tzaeru » 21 Oct 2013, 19:33

FreeMagic:

On my quest for a good, open source and free turn-based strategy game, I decided to google around for a Master of Magic clone. To my dismay, I couldn't find a project that was under active development. Hence, I conceptualized FreeMagic and recently started the actual work of coding the project.

Rather than be "only" a Master of Magic copy, the project aims to include wholly new balance better fit for a multiplayer experience, new graphics and sounds and possibly further features to deepen the gameplay. For those who don't know what Master of Magic is, it's a '94 MS-DOS game which played quite large part in paving the way to such later games as Heroes of Might and Magic and Age of Wonders. The game is divided to the worldmap screen, where one can build towns, explore around, manage resources and hire armies and the tactical screen, where battles are conducted. Rather than having a technology tree, the player's can research new spells which offer a wide variety of different effects, from summoning monsters to terraforming.

The project is split to a strict client-server structure, where a server application handles all the game logic and the client application does rendering and user/AI input, making cheating quite hard and the code structure easier to handle and expand. The source code is C++, with data and scripts following "everything is Lua where possible"-kinda idea. To keep up with easy and good portability, dependencies are attempted to be kept at minimum - currently, the project includes only ENet, SDL2, SDL2_image and Lua.

The name is subject to change if a better one is suggested.

Contributors:

All contributions are much welcomed. Even if you don't have the time to code, arrange music, draw pixel art or do the website, I would still appreciate feedback on features, code structure and overall design. If you want, you can register to the project's forum, list as a watcher for the project repository or join the project channel (#freemagic@freenode.net), which would make me feel warm and fuzzy inside. :)

Right now the project is taking its first early steps. As such, joining as a coder would mean two things: 1) being part of designing the code hierarchy and rewriting it as needed and 2) seeing it develope from ground up.
In the case where coders with a burning desire to create a Master of Magic -alike appear, I'm very willing to compromise on code solutions and have no will to take "ownership" of the project. As that obviously may not happen, I'm also prepared to be the sole coder for until a fully functional release is ready.

Current Plan/Roadmap:

I'll lay down some general progress and the next-to-come features here:

  • Finish a simple map generator script and send the map from server to client.
  • Add a hero and make it move.
  • Add other dummy map features without their full functionality (city tiles, etc)

Links:

Project repository in BitBucket
Project forum
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Re: FreeMagic: TBS in vein of Master of Magic

Postby shirish » 24 Oct 2013, 20:36

by client-server do you mean a server somewhere we have to join to play the game ? There would be standalone version of the game with single-player campaigns or a multiplayer thing only ?
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Re: FreeMagic: TBS in vein of Master of Magic

Postby devnewton » 24 Oct 2013, 22:02

Screenshots?
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Re: FreeMagic: TBS in vein of Master of Magic

Postby tzaeru » 25 Oct 2013, 13:44

shirish {l Wrote}:by client-server do you mean a server somewhere we have to join to play the game ? There would be standalone version of the game with single-player campaigns or a multiplayer thing only ?


The client-server approach refers to splitting the game application to two different executables, one for client and one for server. Both ship with the game and single player, to the end-user, is started as usual and played fully offline. Behind the curtains, the client executable then launches the server executable, but tells it to accept connections only from local network.

It's mostly a design choice made for simplifying coding and making the sources easier to handle. Technically one wouldn't need to write a line of the actual game logic anew if one wanted to make, say, a HTML5 client.

devnewton {l Wrote}:Screenshots?


There's little more than map generation as of now that was visible on the screen. I'm putting most of my effort to an usable client-server API and the Lua bindings at the moment. :)

Hopefully, though, I have parts of the GUI and unit movement done this weekend and can put out the first screenies.
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Re: FreeMagic: TBS in vein of Master of Magic

Postby Natasha_Gita » 19 Dec 2013, 07:52

Are you still working on this at the moment? I would love to write music for this sort of game. I have a SoundCloud profile (https://soundcloud.com/natasha_gita) if you want to check it out and let me know if you'd be interested in some original music. :)
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Re: FreeMagic: TBS in vein of Master of Magic

Postby qubodup » 19 Dec 2013, 21:08

According to https://bitbucket.org/tzaeru/freemagic/ , last time source code changes happened on November 2nd, 2013. I'd say that there's a chance that the project is ongoing. You can contact op via memberlist.php?mode=email&u=3533 in case they have not subscribed to this thread.

I like your music style and I think it could fit the following open source game projects as well(both happen to have their forums as part of this forum ^^):
http://lipsofsuna.org
http://valyriatear.blogspot.com
I hope they are your kind of games to contribute to and that the project leads agree. :)
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