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libarena 0.3.4
libarena is a custom memory allocator interface and implementation. more>>
libarena library is a custom memory allocator interface and implementation. Three allocators are provided: flat "LIFO" arena allocator, object pool allocator and a malloc(3) wrapper. These can be used directly, or through their exported prototype interfaces.
libarena is meant to provide a baseline interface so allocators can be stacked, and to provide a well defined interface for libraries and applications. It is not meant to restrict or confine what custom allocators can actually accomplish. For instance, the included pool and arena allocators include a suite of string utilities which arent available in the generic exportable interface. However, they are built upon the generic interface (see util.h).
Almost no malloc(3) library "replacements" support a context pointer argument. Theyre useless for many or most of the tasks where the ability to specify an alternate malloc(3) could actually be useful, e.g. one shot dealloction of a task structure and all associated allocations. For network daemons especially this feature is useful; all allocations for a particular session can be freed simply by closing the lowest-level allocator object.
The arena allocator behaves similarly to GNU obstacks. If allocations are freed in reverse order than the underlying buffers will be freed accordingly; out-of-order deallocations will lead to fragmentation. The arena allocator also supports position marking. The state at any given instance can be stored and the allocator later reset to that state. All allocations which occured after, in time, the saved state will behave as-if they were explicitly deallocated.
The pool allocator keeps a pool of sets of fixed sized buffers. Each buffer size can be arbitrary. Allocations which cannot be met from the existing buckets will result in the creation of a new bucket. Memory returned to the pool will be reused. Currently the pool will never shrink, only grow.
Upon closing of the arena or pool allocator objects all memory used will be released back to their underlying allocator (either the one passed on instantiation, or by default `ARENA_STDLIB, the standard library wrapper.
Enhancements:
- The makefiles are no longer recursive, so this should build and install using either GNU Make or BSD pmake.
<<lesslibarena is meant to provide a baseline interface so allocators can be stacked, and to provide a well defined interface for libraries and applications. It is not meant to restrict or confine what custom allocators can actually accomplish. For instance, the included pool and arena allocators include a suite of string utilities which arent available in the generic exportable interface. However, they are built upon the generic interface (see util.h).
Almost no malloc(3) library "replacements" support a context pointer argument. Theyre useless for many or most of the tasks where the ability to specify an alternate malloc(3) could actually be useful, e.g. one shot dealloction of a task structure and all associated allocations. For network daemons especially this feature is useful; all allocations for a particular session can be freed simply by closing the lowest-level allocator object.
The arena allocator behaves similarly to GNU obstacks. If allocations are freed in reverse order than the underlying buffers will be freed accordingly; out-of-order deallocations will lead to fragmentation. The arena allocator also supports position marking. The state at any given instance can be stored and the allocator later reset to that state. All allocations which occured after, in time, the saved state will behave as-if they were explicitly deallocated.
The pool allocator keeps a pool of sets of fixed sized buffers. Each buffer size can be arbitrary. Allocations which cannot be met from the existing buckets will result in the creation of a new bucket. Memory returned to the pool will be reused. Currently the pool will never shrink, only grow.
Upon closing of the arena or pool allocator objects all memory used will be released back to their underlying allocator (either the one passed on instantiation, or by default `ARENA_STDLIB, the standard library wrapper.
Enhancements:
- The makefiles are no longer recursive, so this should build and install using either GNU Make or BSD pmake.
Download (0.020MB)
Added: 2007-06-06 License: MIT/X Consortium License Price:
872 downloads
OpenArena 0.7.0
OpenArena is an open-source content package for Quake III Arena. more>>
OpenArena is an open-source content package for Quake III Arena licensed under the GPL, effectively creating a free stand-alone game.
The art direction of Open Arena is about "double" as Quake III Arena:
- double texture resolution, i.e. 512x512 as opposed to a 256x256
- double the polycount of models, instead of 700-900 youll have 1200-2000 poly players
- Sound is probably mixed in 44khz rather than 22khz, but I dunno about that as 44khz seems to crash Q3A at this moment
Hopefully the detail should still be scalable with texture resolution and LoDs for slower computers (read: my p100 with voodoo2)
Concepts would be loose, so dont expect a remake of Klesk in his original Klesk form, or any direct remakes of any map/weapon/model.
<<lessThe art direction of Open Arena is about "double" as Quake III Arena:
- double texture resolution, i.e. 512x512 as opposed to a 256x256
- double the polycount of models, instead of 700-900 youll have 1200-2000 poly players
- Sound is probably mixed in 44khz rather than 22khz, but I dunno about that as 44khz seems to crash Q3A at this moment
Hopefully the detail should still be scalable with texture resolution and LoDs for slower computers (read: my p100 with voodoo2)
Concepts would be loose, so dont expect a remake of Klesk in his original Klesk form, or any direct remakes of any map/weapon/model.
Download (250.9MB)
Added: 2007-07-08 License: GPL (GNU General Public License) Price:
559 downloads
GearHead: Arena 1.100
GearHead is a mecha roguelike roleplaying game. more>>
GearHead is a mecha roguelike roleplaying game.
Set a century and a half after nuclear war, you can explore a world where various factions compete to determine the future of the human race.
Major features include random plot generation, a detailed character system, and over two hundred customizable mecha designs.
There are two things which really separate GearHead from most
other ASCII-based RPGs. First, movement is somewhat more complex.
Second, you get to pilot giant robots.
Movement in GearHead is a bit more complex than it is in most other roguelikes, but once you get used to it I hope youll enjoy it. Your character has direction, speed, and altitude. These three values are shown in the navigational display, on the left hand side of the character info window.
The display should look something like this:
+<<less
Set a century and a half after nuclear war, you can explore a world where various factions compete to determine the future of the human race.
Major features include random plot generation, a detailed character system, and over two hundred customizable mecha designs.
There are two things which really separate GearHead from most
other ASCII-based RPGs. First, movement is somewhat more complex.
Second, you get to pilot giant robots.
Movement in GearHead is a bit more complex than it is in most other roguelikes, but once you get used to it I hope youll enjoy it. Your character has direction, speed, and altitude. These three values are shown in the navigational display, on the left hand side of the character info window.
The display should look something like this:
+<<less
Download (0.94MB)
Added: 2007-06-23 License: LGPL (GNU Lesser General Public License) Price:
867 downloads
Infon Battle Arena 204
Infon Battle Arena is a networked multiplayer real-time programming game featuring little creatures fighting for food. more>>
Infon Battle Arena is a networked multiplayer real-time programming game featuring little creatures fighting for food. You upload your Creature Code (written in Lua) to a game server using a telnet Interface.
The game server then runs your code. The graphical client can be used to watch running games or replay recorded games.
<<lessThe game server then runs your code. The graphical client can be used to watch running games or replay recorded games.
Download (0.16MB)
Added: 2007-06-19 License: GPL (GNU General Public License) Price:
860 downloads
Alien Arena 2007 6.05
Alien Arena 2006 is the ultimate freeware deathmatch game. more>>
Alien Arena 2006 is the ultimate freeware deathmatch game!
Included are 25 total levels, 9 detailed characters, 8 weapons, 2 vehicles, 5 gameplay modes(DM, TDM, CTF, All Out Assault, Deathball), and much more!
New for Alien Arena 2006 are five mutators(instagib, regeneration, vampire, rocket arena, and low grav), and Deathball, a mode in which you get points by capturing a ball and firing in into a goal.
Eight new levels have been added, as well as alternate firing modes for several of the weapons. The game now runs on version 4.03 of the CRX engine, based on the id Software GPL source codes, and adding nextgen features such as reflective water, shaders, light bloom, improved lighting, and much more, while optimizations allow it to still run extremely fast even on modest systems.
The game now features colored names, an improved console, and an enhanced in-game server browser.
Also available is the "Nightmare Bots" patch, which adds a fourth skill level to the in-game bots, which will challenge even the best players.
<<lessIncluded are 25 total levels, 9 detailed characters, 8 weapons, 2 vehicles, 5 gameplay modes(DM, TDM, CTF, All Out Assault, Deathball), and much more!
New for Alien Arena 2006 are five mutators(instagib, regeneration, vampire, rocket arena, and low grav), and Deathball, a mode in which you get points by capturing a ball and firing in into a goal.
Eight new levels have been added, as well as alternate firing modes for several of the weapons. The game now runs on version 4.03 of the CRX engine, based on the id Software GPL source codes, and adding nextgen features such as reflective water, shaders, light bloom, improved lighting, and much more, while optimizations allow it to still run extremely fast even on modest systems.
The game now features colored names, an improved console, and an enhanced in-game server browser.
Also available is the "Nightmare Bots" patch, which adds a fourth skill level to the in-game bots, which will challenge even the best players.
Download (208.33MB)
Added: 2007-06-17 License: GPL (GNU General Public License) Price:
866 downloads
Quake III Arena Source 1.32c
This is the source code for Quake III Arena version 1.32b, released by id Software. more>>
This is the source code for Quake III Arena version 1.32b, released by id Software. Quake III Arena Source is subject to the terms of the GNU General Public License.
While we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didnt get any kind of extensive testing so it may not work completely right.
Whenever an id game is released under GPL, several projects start making the source code more friendly to nowadays compilers and environements.
If you are picking up this release weeks/months/years after we uploaded it, you probably want to look around on the net for cleaned up versions of this codebase as well.
The build system using cons, which may be known as sconss perl ancestor now you dont have to track it down though, the build script is provided in the tree you will need nasm and gcc 2.95
Make sure you have the X Direct Graphics Access and X Video Mode extensions headers for your X11 a typical compile command goes like this:
[..]/code$ ./unix/cons -- gcc=gcc-2.95 g++=g++-2.95
Enhancements:
- Fix for a security exploit.
<<lessWhile we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didnt get any kind of extensive testing so it may not work completely right.
Whenever an id game is released under GPL, several projects start making the source code more friendly to nowadays compilers and environements.
If you are picking up this release weeks/months/years after we uploaded it, you probably want to look around on the net for cleaned up versions of this codebase as well.
The build system using cons, which may be known as sconss perl ancestor now you dont have to track it down though, the build script is provided in the tree you will need nasm and gcc 2.95
Make sure you have the X Direct Graphics Access and X Video Mode extensions headers for your X11 a typical compile command goes like this:
[..]/code$ ./unix/cons -- gcc=gcc-2.95 g++=g++-2.95
Enhancements:
- Fix for a security exploit.
Download (2.9MB)
Added: 2006-05-11 License: GPL (GNU General Public License) Price:
1261 downloads
Arena Scripting Language 0.9.12
Arena Scripting Language is a light-weight scripting language. more>>
Arena Scripting Language is a light-weight scripting language. The language uses a syntax and library similar to that of ANSI C, but adds automatic memory management and runtime polymorphism on top of that.
Main features:
- syntax similar to ANSI C
- standard library similar to ANSI C
- automatic memory management
- runtime polymorphism
- support for exceptions
- support for anonymous functions
Enhancements:
- This release changes the system() library function to return the raw exit status as given by the operating system.
<<lessMain features:
- syntax similar to ANSI C
- standard library similar to ANSI C
- automatic memory management
- runtime polymorphism
- support for exceptions
- support for anonymous functions
Enhancements:
- This release changes the system() library function to return the raw exit status as given by the operating system.
Download (.0.18MB)
Added: 2007-08-21 License: BSD License Price:
795 downloads
Quake III Arena Cell Shading 1.0
Quake III Arena Cell Shadings goal is to add Cell Shading capabilities to the Quake III engine with Real-time performance. more>>
Quake III Arena Cell Shadings goal is to add Cell Shading capabilities to the Quake III engine with Real-time performance.
In order to provide such feature we have decided to use Kuwahara filter. Kuwahara filter is a noise-reduction filter that preserves edges.
It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance.
To increase the hand-painted effect we have decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect.
To produce the cell shading edege effect we use no gfx card shaders, so our implementation could run with almost any gfx card. This effect is produced by painting backface polygons with a thick wireframe without textures and repaint all the scene, but this time, with textures.
To test our modified engine just place our binary in your games folder to frag all day long!
Ensure you have a copy of Quake 3 Arena installed on your PC. Youre going to need the artwork/content from the game because it is not redistributable.
<<lessIn order to provide such feature we have decided to use Kuwahara filter. Kuwahara filter is a noise-reduction filter that preserves edges.
It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance.
To increase the hand-painted effect we have decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect.
To produce the cell shading edege effect we use no gfx card shaders, so our implementation could run with almost any gfx card. This effect is produced by painting backface polygons with a thick wireframe without textures and repaint all the scene, but this time, with textures.
To test our modified engine just place our binary in your games folder to frag all day long!
Ensure you have a copy of Quake 3 Arena installed on your PC. Youre going to need the artwork/content from the game because it is not redistributable.
Download (0.63MB)
Added: 2006-08-01 License: GPL (GNU General Public License) Price:
1182 downloads
Navy SEALs: Covert Operations for Quake 3 Arena Beta 1.9
Navy SEALs: Covert Operations is a Total Conversion or Modification for Quake III Arena. more>> <<less
Download (53.2MB)
Added: 2006-03-02 License: Freeware Price:
1358 downloads
Refrax 1.0
Refrax project is a zany light game based on the pause mode of Jeff Minters Iridis Alpha. more>>
Refrax project is a zany light game based on the pause mode of Jeff Minters Iridis Alpha.
Refrax is a game for one to four players, who guide beams of light by placing mirrors in front of them in order to defuse orbs of death that have been scattered around the arena by the evil Dr. Nasty.
Its got the whole retro look and feel to it, and its got some nasty gameplay under Linux, Windows, MacOS X and BeOS. Enjoy! Please note that the .tgz contains the Linux version, the .zip contains the Windows version, the .dmg contains the OSX version and the BeOS version should be a bit more obvious than the others.
Enhancements:
- Windows ZIP archive fixed
- BeOS version released
- MacOS X version released
- v1.0 released to the unexpecting world
<<lessRefrax is a game for one to four players, who guide beams of light by placing mirrors in front of them in order to defuse orbs of death that have been scattered around the arena by the evil Dr. Nasty.
Its got the whole retro look and feel to it, and its got some nasty gameplay under Linux, Windows, MacOS X and BeOS. Enjoy! Please note that the .tgz contains the Linux version, the .zip contains the Windows version, the .dmg contains the OSX version and the BeOS version should be a bit more obvious than the others.
Enhancements:
- Windows ZIP archive fixed
- BeOS version released
- MacOS X version released
- v1.0 released to the unexpecting world
Download (MB)
Added: 2006-11-28 License: Public Domain Price:
1061 downloads
Sacred 2.2
SACRED is an enhanced version of the ROM 2.4b6 codebase. more>>
SACRED is an enhanced version of the ROM 2.4b6 codebase. Sacred enhancements include new player skills, spells, classes, and races.
Also included are arenas, OLC, Mud Compression Protocol, a Clan system, new flags, questing, color, automatic auctions, enhanced immortal utilities, spellchecking, hints, and many more features.
To play the the Mageslair you will need a good client. You are able to play it with simple stuff like the standard windows client or the java applet, but this will not show so good results, as playing with a special mud client.
There are a lot of good mud clients to find one just run a search on google, or check our download section for a link to a good client. You should also make sure that you get compression.
When having downloaded and installed a mud client, click on connect to server and simply enter as address www.mageslair.net and as port 7060. Then your set.
Enhancements:
- The 2500 item limit has been removed.
- Exits no longer show closed doors.
- There is now a README file update for proper installation.
<<lessAlso included are arenas, OLC, Mud Compression Protocol, a Clan system, new flags, questing, color, automatic auctions, enhanced immortal utilities, spellchecking, hints, and many more features.
To play the the Mageslair you will need a good client. You are able to play it with simple stuff like the standard windows client or the java applet, but this will not show so good results, as playing with a special mud client.
There are a lot of good mud clients to find one just run a search on google, or check our download section for a link to a good client. You should also make sure that you get compression.
When having downloaded and installed a mud client, click on connect to server and simply enter as address www.mageslair.net and as port 7060. Then your set.
Enhancements:
- The 2500 item limit has been removed.
- Exits no longer show closed doors.
- There is now a README file update for proper installation.
Download (1.1MB)
Added: 2006-11-29 License: Other/Proprietary License with Source Price:
1494 downloads
RobocodeNG 0.7 Beta3
RobocodeNG is an Artificial Intelligence Tanks Battle Arena. more>>
RobocodeNG is an Artificial Intelligence Tanks Battle Arena.
RobocodeNG is the continuation of the excelent job done by Mathew Nelson, which is the creator of Robocode.
The NG in RobocodeNG stands for Next Generation, meaning that the intension is the extend the original Robocode game with new features.
The original robocode is a game where artificially controlled tanks battle to the death in an arena. RobocodeNG Spices up the game adding better graphics, mods, guns, armors, tank bodies, etc, to introduce the great unbalance that the Robocode community needed.
RobocodeNG is based on Robocode version 1.0.7. If Mathew will ever make new versions of Robocode, we will of course make sure that RobocodeNG is updated accordingly.
<<lessRobocodeNG is the continuation of the excelent job done by Mathew Nelson, which is the creator of Robocode.
The NG in RobocodeNG stands for Next Generation, meaning that the intension is the extend the original Robocode game with new features.
The original robocode is a game where artificially controlled tanks battle to the death in an arena. RobocodeNG Spices up the game adding better graphics, mods, guns, armors, tank bodies, etc, to introduce the great unbalance that the Robocode community needed.
RobocodeNG is based on Robocode version 1.0.7. If Mathew will ever make new versions of Robocode, we will of course make sure that RobocodeNG is updated accordingly.
Download (3.3MB)
Added: 2006-01-09 License: GPL (GNU General Public License) Price:
1391 downloads
RenderDotC 3.4
RenderDotC project is a world class photorealistic renderer designed to meet the demands of special effects for film. more>>
RenderDotC project is a world class photorealistic renderer designed to meet the demands of special effects for film. The primary reason people give for choosing RenderDotC is its favorable price per performance ratio. Moreover, RenderDotC scores high marks on everything that matters for a production renderer:
Main features:
Image Quality
- Images produced with RenderDotC possess that indescribable yet beautiful quality that some people refer to as "the RenderMan look". All phenomena that are prone to aliasing artifacts are effectively anti-aliased and noise is kept to a minimum.
Speed
- RenderDotC was designed in the 1990s to take advantage of the current hardware and software technologies. Its CPU and memory performance is unsurpassed by all renderers in its class.
Robustness
- There are hundreds of details to get right when developing a renderer and that only comes with maturity. RenderDotC has been shipping since 1996 and has proven itself on complex scenes from feature films from The Matrix to Orange County.
Features
- The RenderMan standard prescribes a rich set of geometric primitives and features. RenderDotC provides all of these plus some exclusive features such as NURB curves, DSO shadeops that can call built-in functions, and complete support for extended headroom rendering.
Flexibility
- Being RenderMan-compliant, RenderDotC supports user-programmable shading. It also has other plug-in interfaces including DSO shadeops, procedural primitives, and display drivers. Since shading is decoupled from hiding, one can easily tune the speed/quality tradeoffs of each.
Price
- RenderDotC is priced competitively for both the film and broadcast markets. When considering price, its important to take into account speed. A faster renderer means that the same number of frames can be produced per hour with a smaller render farm. Fewer computers to purchase and maintain further reduces the bottom line.
Support
- As a company, Dot C Software has been around since 1992. Our customers needs come first and we have the agility to respond to requests quickly. The people who wrote RenderDotC are the same ones that provide customer support. At Dot C we make software, period. We do not compete with our customers in the arena of computer graphics production.
Enhancements:
- Improved statistical output.
- Optional non raster-oriented dicing.
- The ability to specify motion factor as a dicing attribute, and user-defined placement of output on X.
- The Windows installer now sets up the environment.
<<lessMain features:
Image Quality
- Images produced with RenderDotC possess that indescribable yet beautiful quality that some people refer to as "the RenderMan look". All phenomena that are prone to aliasing artifacts are effectively anti-aliased and noise is kept to a minimum.
Speed
- RenderDotC was designed in the 1990s to take advantage of the current hardware and software technologies. Its CPU and memory performance is unsurpassed by all renderers in its class.
Robustness
- There are hundreds of details to get right when developing a renderer and that only comes with maturity. RenderDotC has been shipping since 1996 and has proven itself on complex scenes from feature films from The Matrix to Orange County.
Features
- The RenderMan standard prescribes a rich set of geometric primitives and features. RenderDotC provides all of these plus some exclusive features such as NURB curves, DSO shadeops that can call built-in functions, and complete support for extended headroom rendering.
Flexibility
- Being RenderMan-compliant, RenderDotC supports user-programmable shading. It also has other plug-in interfaces including DSO shadeops, procedural primitives, and display drivers. Since shading is decoupled from hiding, one can easily tune the speed/quality tradeoffs of each.
Price
- RenderDotC is priced competitively for both the film and broadcast markets. When considering price, its important to take into account speed. A faster renderer means that the same number of frames can be produced per hour with a smaller render farm. Fewer computers to purchase and maintain further reduces the bottom line.
Support
- As a company, Dot C Software has been around since 1992. Our customers needs come first and we have the agility to respond to requests quickly. The people who wrote RenderDotC are the same ones that provide customer support. At Dot C we make software, period. We do not compete with our customers in the arena of computer graphics production.
Enhancements:
- Improved statistical output.
- Optional non raster-oriented dicing.
- The ability to specify motion factor as a dicing attribute, and user-defined placement of output on X.
- The Windows installer now sets up the environment.
Download (1.3MB)
Added: 2007-06-08 License: Other/Proprietary License Price:
869 downloads
StandAloneQ3 0.1
StandAloneQ3 is a modified version of the GPL engine of Quake3. more>>
StandAloneQ3 is a modified version of the GPL engine of Quake3 which allows the player to start mods without the need of the Quake3 original CD
StandAloneQ3 is free software released under the GPL license.
To run saq3 you need to launch the mod from the command line like that:
- for windows: quake3.exe +set sf_name fname
- for linux: quake3 +set sf_name fname
Where fname is the folder name of the mod you want to run.
Known working mods are:
- World of Pandam ( http://www.worldofpadman.com/ )
- Western Quake 3 ( http://www.westernquake3.net/ )
If most of the mods will run, some shaders and/or textures used by mods may be missing, displaying errors in the game window.
When the game and maps are loaded missing textures/shaders are logged in the file "missing_shader-textures.log".
It has been reported that using the "pak0.pk3" file provided in Quake3 Arena Demo ( you need to create the folder "baseq3" in the software directory then copy pak0.pk3 in) may solve most of the shader/texture problems found in several mods and will allow bots to work.
In fact, any .pk3 file you have obtained legally can be added in baseq3 folder to complete missing textures or shaders. You must increment pak number every time you add a new one (pak0.pk3, pak1.pk3, pak2.pk3, etc... )
Quake, Quake 3 and Quake 3 Arena are trade marks of Id Software.
<<lessStandAloneQ3 is free software released under the GPL license.
To run saq3 you need to launch the mod from the command line like that:
- for windows: quake3.exe +set sf_name fname
- for linux: quake3 +set sf_name fname
Where fname is the folder name of the mod you want to run.
Known working mods are:
- World of Pandam ( http://www.worldofpadman.com/ )
- Western Quake 3 ( http://www.westernquake3.net/ )
If most of the mods will run, some shaders and/or textures used by mods may be missing, displaying errors in the game window.
When the game and maps are loaded missing textures/shaders are logged in the file "missing_shader-textures.log".
It has been reported that using the "pak0.pk3" file provided in Quake3 Arena Demo ( you need to create the folder "baseq3" in the software directory then copy pak0.pk3 in) may solve most of the shader/texture problems found in several mods and will allow bots to work.
In fact, any .pk3 file you have obtained legally can be added in baseq3 folder to complete missing textures or shaders. You must increment pak number every time you add a new one (pak0.pk3, pak1.pk3, pak2.pk3, etc... )
Quake, Quake 3 and Quake 3 Arena are trade marks of Id Software.
Download (7.5MB)
Added: 2006-01-11 License: GPL (GNU General Public License) Price:
1383 downloads
Fearann Muin 0.2
Fearann Muin is an online role-playing game in a medieval fantasy world. more>>
Fearann Muin is an online role-playing game in a medieval fantasy world.
Fearann Muin is an online role-playing game (MMORPG without the Massive part) with a medieval-fantasy setting and standard rule sets. It will try to be focused on community and roleplaying instead of other aspects.
Main features:
Universe
- The setting of the game is Medieval Fantasy, similar to many other games (computer games or tabletop), but not copying exactly any system in particular. We plan to introduce non-standard creatures and environments more often as the development goes on.
- The initial races for playable characters are Dwarves, Elves and Humans; we plan to add new races later. While this doesnt sound original it has some benefits, like people knowing the race traits, so they can start playing right away without pondering which race is the best suited to their taste (as it happens when all the races in a game are original, unknown to you).
- The Rule Set is the standard for many games, with well-known classes, types of magic, spells, bonus and malus for each race, etc. We would prefer to not have some of the restrictions of the rule set (in example, we would prefer to have a class-less system); but as with the races, this allows us to work with a known standard that many people already know, so its easier to learn for most people, and its known to work (we chose to not make modifications at the moment, to not end up with an unbalanced, broken system).
- Well try to make of the environment a real, living world, when possible; with different behaviors for different creatures, the environment changing a bit with seasons, and so forth.
Community and Roleplay
- People will be able to sell items or resources that they craft and harvest; and maybe also sell other services, like training people with lower levels of knowledge, or being paid by performing tasks. This will provide a full range of social relationships based on economy, that will make the players to directly affect the rest of the world with every action; as well as provide the means to get a complex society running.
- There will be Player Guilds to allow people to form groups of friends or whatever interests they want; and there will be also some kind of Professional Guilds (the name is not decided yet, it might be even Universities or Schools) that will allow players to train and be part of that Institution, which will play a powerful role in the game.
Combat
- PvP is restricted, it will be allowed in the form of Duels, where one player challenges another one, and this one decides whether to engage in combat or not. There might be some special areas (arenas) where this will be allowed without the player having to agree to fight, or maybe complete maps where PvP is unrestricted, we havent decided that yet.
- Fighting with creatures and NPCs is usually allowed (althought it might not always be a wise decision :) ), and were designing it at the moment, probably itll will be present in the next release.
- Guild vs. Guild or similar advanced forms of combat are not yet planned, since we need a significant amount of things working before we get to that, and we have to learn from experience before being able to implement them. This doesnt mean that we dont want to have it, its just that were not ready to implement it in the next few releases yet.
<<lessFearann Muin is an online role-playing game (MMORPG without the Massive part) with a medieval-fantasy setting and standard rule sets. It will try to be focused on community and roleplaying instead of other aspects.
Main features:
Universe
- The setting of the game is Medieval Fantasy, similar to many other games (computer games or tabletop), but not copying exactly any system in particular. We plan to introduce non-standard creatures and environments more often as the development goes on.
- The initial races for playable characters are Dwarves, Elves and Humans; we plan to add new races later. While this doesnt sound original it has some benefits, like people knowing the race traits, so they can start playing right away without pondering which race is the best suited to their taste (as it happens when all the races in a game are original, unknown to you).
- The Rule Set is the standard for many games, with well-known classes, types of magic, spells, bonus and malus for each race, etc. We would prefer to not have some of the restrictions of the rule set (in example, we would prefer to have a class-less system); but as with the races, this allows us to work with a known standard that many people already know, so its easier to learn for most people, and its known to work (we chose to not make modifications at the moment, to not end up with an unbalanced, broken system).
- Well try to make of the environment a real, living world, when possible; with different behaviors for different creatures, the environment changing a bit with seasons, and so forth.
Community and Roleplay
- People will be able to sell items or resources that they craft and harvest; and maybe also sell other services, like training people with lower levels of knowledge, or being paid by performing tasks. This will provide a full range of social relationships based on economy, that will make the players to directly affect the rest of the world with every action; as well as provide the means to get a complex society running.
- There will be Player Guilds to allow people to form groups of friends or whatever interests they want; and there will be also some kind of Professional Guilds (the name is not decided yet, it might be even Universities or Schools) that will allow players to train and be part of that Institution, which will play a powerful role in the game.
Combat
- PvP is restricted, it will be allowed in the form of Duels, where one player challenges another one, and this one decides whether to engage in combat or not. There might be some special areas (arenas) where this will be allowed without the player having to agree to fight, or maybe complete maps where PvP is unrestricted, we havent decided that yet.
- Fighting with creatures and NPCs is usually allowed (althought it might not always be a wise decision :) ), and were designing it at the moment, probably itll will be present in the next release.
- Guild vs. Guild or similar advanced forms of combat are not yet planned, since we need a significant amount of things working before we get to that, and we have to learn from experience before being able to implement them. This doesnt mean that we dont want to have it, its just that were not ready to implement it in the next few releases yet.
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Added: 2006-11-30 License: GPL (GNU General Public License) Price:
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