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Thursday, May 3, 2012 - 18:47

Good suggestions - I've added the list of libraries of Linux to the webpage, and also added estimates for the install size (a bit hard to estimate for Linux as it depends on what libraries are already installed, but I've put the size that the Conquests folder will require, as a minimum).

I'll hopefully have online source control available soon.

Saturday, March 3, 2012 - 10:30

I've now released version 1.0. (Not that games are ever finished :) But I hope it should be playable as a game now, and from now on it's more a case of bug fixing and whatever additional features I want to add.)

I added "rebellions" (units kind of similar to "barbarians" in Civilization, but they happen within your own territory, and the chance of them happening can be reduced by building various city improvements); Great Projects (improvements specific to a single civilization); along with actually having a game ending point (winner decided by conquering everyone else, or having the highest Power). Full history at http://homepage.ntlworld.com/mark.harman/conquests.html#history .

I am trying to submit it through to the Ubuntu Software Centre (currently going through the submission process).

Friday, January 13, 2012 - 23:51

From a non-legal point of view, I'd say that things like a new programming language is created, not invented. And things like algorithms are discovered, I would say.

From a legal point, I oppose software patents.

"every year a new car is created but we dont think of it as a new invention but it has a patent."

Cars may use patented technology, but I'm not sure in which sense there is a patent for each new car?

Sunday, October 30, 2011 - 08:33

Thanks for the link - I am a bit unclear as to how one gets a Debian package included in the various official Linux packaging systems, but I'll take a closer look.

Sunday, October 30, 2011 - 08:31

What's the reason for making media non-free, if the game isn't being done for profit? Is it because you don't want other people profiting from the media?

I'd say it's worth mentioning explicitly what licence the media will be distributed under, if you want people to contribute for no payment (especially since Open Game Art is a site for Free media, so most people here would I imagine be less likely to want to release work under non-free licences).

Saturday, October 29, 2011 - 14:31

I'm not sure I've played an RPG that didn't behave the way I described... :)

 

Depends what you mean by "in the beginning" - I can see that the first level or two might be that much quicker to obtain, but I've never experienced that I have to keep waiting longer and longer to progress. Otherwise in the later stages, you'd lose interest in any progressing up the levels. I thought it was standard D&D rules that although higher levels require more XP, you also get more XP for killing stronger enemies.

 

"Also this method mimics reality. We learn very quickly at first, but it takes years to become a true master."

 

But this is only relevant if you have different levels in different areas, as you suggest. Otherwise it doesn't mimic reality at all. Another way of modelling realism would be to give the level ups in approximate constant time, but if say a player keeps using the upgrades to improve the same skill, then the improvement becomes less and less with time. Alternatively, just because the levels increase in constant time, doesn't mean that has to equate to linear improvement.

Saturday, October 29, 2011 - 10:59

Surely the main problem here is if each level takes more and more time to progress to?

I'd say a better system is where progressing to higher levels occurs in approximately constant time (each level takes more XP, but because you're stronger, you should be acquiring XP at a faster rate). This is how the games I've played seem to work.

So if you make a poor choice for a skill bonus when you go to level 2, it doesn't take any extra time to go up an extra level later on.

Sunday, October 16, 2011 - 10:45

I've now released version 0.15, which fixes graphical problems on ATI graphics cards. The Linux version also now supports proper installation, and there are now binaries for Ubuntu (at https://launchpad.net/~mark-harman/+archive/conquests/+packages ). For the gameplay, many improvements and units now require various elements (stone, iron, etc) which have to first be acquired by the city.

Friday, August 26, 2011 - 04:23

It might be biggest in terms of raw number of games (though that just means more competition for us developers!) Not biggest in terms of number of users (Symbian is probably still the biggest installed userbase, and Android is the largest selling now I believe).

But obviously, it's fine to write for what you want. People write for OS X or Linux, even though it isn't the largest platform :)

Re: open source, I guess what people are getting at is that since this is a site for Free art, although it's perfectly fine for many free media files to be used in non-Free projects, many people may be unlikely to work for free, producing free content, specificvally for something that isn't itself going to be free. Also, are your games going to be sold for a fee, or are they free-as-in-beer?

Thursday, August 11, 2011 - 18:36

Here are some sites, which all have files compatible with open/free licences (though some sites also mix them with non-free licences, so be careful).

Sounds:

http://soundbible.com/

http://free-loops.com/

http://simplythebest.net/ - has some public domain ones.

Graphics:

http://commons.wikimedia.org/

http://free3dstextures.com/

http://www.openfootage.net/

http://zooboingreview.blogspot.com/ - currently seems to be full of Ipad and Iphone wallpapers, as if for some reason those were the only devices that can have desktop images, but there are some texture packs on the site too.

http://www.imageafter.com - free including for commercial use, but doesn't appear to use a "standard" licence.

Deviant Art and Flickr also have some stuff on free licences, if you search.

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