After finally wrestling the network code into working status (no wonder whyt he library is called Twisted...) I am happy to finally announce
Open Outpost.
Feel free to post bugs in this thread or on
the sites bug tracker.
Notes:
* Gliese is the only star system with planets.
* I'm working on the UI code to give it the classic outpost look
* Colony reports are currently being piped to the command prompt window. This will obviously change as soon as I get the UI system going.
* Windows users
must extract the two files in the patch to C:\Windows\System32. If it asks to overwrite, say no.
Downloads:
None atm while updated code is being merged in
Open Outpost is being written in Python and uses the Panda3D engine as the 3D back-end (Python-Ogre refuses to compile on my system). Currently it is using an orthographic camera to render it as isometric, using either the legacy assets or origional textures. Eventually the game will move to fully 3D content, but right now I'd rather spend the time making a game than a bunch of otherwise useless models.
The goal is to recreate the intended feature set of the game (although probably not behavior) yet update to more modern gameplay conventions. Release 1.0 will be equivalent to the Outpost 1.0 featureset. Release 2.0 will be equivalent to Outpost 1.5, with addition of multiplayer. 3.0 will try to make the game that was promised to us on the box, in the manual, and in beta previews. Then who knows from there.
Here is the awesome part. This is open source. Code is already in the repository. If you want to program a feature I might not get to for a while, go ahead. If you think you can do something better? By all means! And most importantly, if I stop working on it or vanish from the face of the Earth, all the work will still be there.
Right now there isn't much. The basic client/server communication is in place. There is a turn counter (woohoo), a library to clip textures from the origional graphics, and a random map generator which needs to be reconfigured to make alien planets.
This is also cross platform, it currently works under linux and windows, and mac support will be available with the next version of Panda3D.
Quick and dirty FAQ:
"Outpost sucks, why arnt you doing Outpost 2?"
City builders are my second favorite genera (after space combat/economic games). I'm going to make what I enjoy playing the most. I have no specific issue adding combat and moving away from the tile system, in fact that is the plan. Just not now. As for realtime, see multiplayer below.
"Outpost takes a long time, wouldn't multiplayer be boring?"
Mind you multiplayer is very far away right now.
Yes it does, thats why it will be modeled after Civilization 4's Pitboss server. The server admin sets a maximum turn time limit (say 6 hours, or 24 hours). The next turn happens when everyone has clicked on end turn, or the server time limit expires. Then the timer starts over and waits until everyone is ready for the next turn or the timer expires.
The network library I am using is very versatile in the communication it can do. In theory the serve rcan send everyone a next turn email providing a detailed status report, contact them on an instant messenger client, or bridge ingame chat with an IRC bot.
"Why a 3d engine? Why python?"
Even using orthographic projection a 3D engine has native z-buffer support, in addition of allowing the use of other affects such as particle emitters and lighting effects. And why python? because I already know Python and it is a language known for fast development time. It has great integration with C libraries, so if there is parts of the code that is slow, it can be rewritten in c or c++ and integrated with the rest of the python code.
"So is this a remake? A clone?"
It is going to be Outpost-like. It wont be the same exact game (and really, do you want it to be?)
Feel free to post suggestions, rants, ideas here or on the project site bugs/blueprints.