Friday, April 25, 2008

MapEdit picking up some much needed features.

So now the map editor has progressed to the point where I am no longer embarrassed to call it my own. Chiefly, the map editor can now open files as well as save them - so that's a big one. The ability to name the countries has long been missing from the programme, as has support for a new feature that should be included in OpenFracas 0.5, that of unplayable land. Unplayable land, with proper support from the map editor, allows for the creation of maps like this work in progress of mine

The Provinces of the Roman Empire.


The darker grey areas represent regions which cannot be conquered, and (unlike water) cannot be traversed.

Monday, March 17, 2008

Integration with the Nautilus File Browser

If .map files (the files used to store map data in the original Fracas) are associated with OpenFracas in the file manager, double-clicking a map file should open OpenFracas with that map file loaded. This has not been the case so far, and was not in our last release, but our next release (whenever that may be) should remedy this via the installation package. (at least on Linux - we're still looking into integration with Windows).

Additionally, another nice touch that we've been working on is thumbnail integration wtih nautilus. Now, when opening a nautilus file browser windows to view Fracas .map files, you will be able to see thumbnail previews of the maps. Here you can see a nautilus file browser showing thumbnails for a collection of maps from OpenFracas, and from the Homebrew Maps page taken off of the original Fracas's site.

Saturday, March 8, 2008

OpenFracas 0.4 Released

We are proud to announce the next version of OpenFracas, v0.4, has been released. This release is our best yet, with exciting new features and a focus on quality.

Specifically, this new version brings the following improvements
  • New drawing code, making the game board
    • Customizable. Change text sizes, and line styles
    • Faster. Game feels more responsive. Redrawing rates are improved
    • Resizable. Resizing the board is now possible
    • Animated. The drawing is now fast enough to have simple animations
  • Teams can be created when starting a new game, allowing for more challenging and exciting gameplay
  • End-of-game dialogue displays statistics and a timeline, showing the game's course
  • Map previews are faster when creating a new map
  • Map previews have been added when opening an existing map
  • Basic map creator. Create maps, and export them to OpenFracas
  • Default maps are included
    • Eurpoe
    • Risk
  • Complete use of Tango theme on Windows to improve interface aesthetic
  • User interface refinements and improvements


The new version is available on the downloads page; please feel free to contact us with any questions, concerns, or bugs on our forums.

Ubuntu users who have added our repository to their package manager will find the new version automatically available as an update.

Thursday, February 7, 2008

Planning things out in advance.

We've been working on OpenFracas for about half a year now, with various degrees of activity dictated by the other parts of our lives, and now we've got the game into a playable state. A lot of the work we've been doing for the past while now (post 0.3 release) has been to experiment with new features and things that would improve the existing experience, rather than to add huge new aspects of play to the game. The option for capitals, for example, which made its way into the game with the 0.3 release, was something quite drastic. The work being done now is more ... subtle, if you will. This means that we've been working more with the existing code base than we have with new code that we're still in the process of creating.

This has already prompted one big code cleanup at the core of the game, and we're currently experimenting with overhauling the drawing code to try and speed up map rendering a little bit. The code in some sections has been growing slowly for so long, that it has become rather untidy. By untidy, I mean that when additional features were tacked on, they were not done so with any overarching pattern or approach in mind. As an example, a lot of the code designed to figure out which countries neighboured others (the part that has been rewritten already) wasn't designed to take things like harbours into consideration - they didn't exist when the code was written. We wanted to have it working asap so we could go ahead and get other important parts written as well. Recent work on adding new features prompted us to revisit this code and replace it with something cleaner and more flexible. The result is code that is more more readable, and much faster to create.

Now that the game is (for the most part) working, we need to do more of this kind of rewrite. Before we move on and add things like sound, networking, game saving, etc, we need to stop and clean up the code we have already.

Our plan, as it stands now, is to focus primarily on usability and polishing the user-related aspects of the game for our version 0.4 release. We want to have the game working very well for the 0.4 release, because we're not entirely sure how long it will be until we make another release after that. After 0.4, we're going to be doing a lot of clean-up on the our code-base. This is not the kind of work that will necessarily add new features, but is that necessary kind of work that will allow us to add new, more complex features faster in the future.

Saturday, February 2, 2008

Mucking about with a map editor

It's something that OpenFracas has been missing. The ability to create custom maps is something that we'd love to give users, and eventually we will. We have no official plans for it yet, but once we have a map editor that is capable of creating these maps, we want to have a custom maps section on our web site.

All of this is jumping the gun a little bit, since the Map Editor is very new, and very lacking in features. For now, at least. The code for drawing maps in the map editor is actually where the code for the new faster map previews (mentioned earlier) comes from. This has been sitting around for a while, now, growing ever so slowly. It might not make it into the 0.4 release, as there are a number of other things that we want to get done, or need to polish, but eventually we'd really like to make map customization available.

Saturday, January 26, 2008

And slowly, but surely, they drew their plans against us...

OpenFracas includes a few features that the original Fracas doesn't have; resizable gameboard and maps of any size are two that come immediately to mind. These features are relatively trivial, though. Sure, they make the game more usable, but they don't really place OpenFracas above the original in a significant way.

What we've wanted to have for a while now are features that impact gameplay that Fracas never had; features that feel natural for this style of game and make the game different. Making capitals optional was one such feature; teams is now another. We're excited to have added this feature, since it helps to distinguish us from the original game, and was something that was surprisingly easy to implement...for the most part.

Initially, teams confused the AI to no end; they would keep attacking other players they were allied with. At least, they tried to. The game wouldn't let them get away with it, and they'd get thrown into a never ending loop trying to attack their friends. A surprising amount of effort had to go in to getting the AI to work in teams. It had to stop 'fearing' nearby troops owned by allies, and start recognizing them as allies.

Now that the AIs are able to work with allies, it presents an interesting cop-out. Our AI is bad, and we know it. The truth is that its a very complicated thing, getting an AI to play well, and we have too many other things that still need doing to give it the attention it deserves. But what would playing against 5 AIs, all on one team be like? I can't say that I've tried that - yet, but I suspect that it might just be a little bit harder than when they're all on their own. Perhaps that is one way for human players to get a little bit more entertainment out of the AIs when playing against other humans isn't an option.

Tuesday, January 22, 2008

Creating a Mac OS X Port of OpenFracas

During the course of development of OpenFracas, we have returned again and again to the idea of distributing the game for OS X. It was our original goal to support all 3 of the major operating systems: Linux, Windows, and OS X.

OpenFracas has been developed using fairly open and portable technologies (Ruby and the GTK) and so the idea was good in theory, but in practice it proved more difficult. OpenFracas was developed first for Linux, with a Windows port being quite easy to make. We both have a free legal copy of Windows XP provided to us, so porting the game to Windows wasn't a problem. Mac OS X, on the other hand, is proving to be more difficult.

Creating the port for OS X requires access to OS X, which in turn requires a Mac, since that is all that OS X will run on. We think that we have a complicated series of instructions that, if followed, will allow the game to run on OS X, but without a Mac, we cannot verify these steps. Without trying these steps, we cannot move beyond it to a more seamless installer for our programme.

Neither of us are really up to spending the kind of money required to buy a new computer just to create the Mac port of OpenFracas. So we're asking anyone reading this who is interested in helping us out, give us a shout - we'd love to hear from you, and hopefully we'll be able to get the game up and running with your help.