Openlancer is an open community developed free open source alternate reality simulator. Originally a remake of Freelancer (space sim), it now includes game play elements from all game genres, procedurally generated content, and deep interactive fiction.
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The code on SourceForge is out-of-date and not being used. It should've been deleted a while ago but was kept as reference. It'll be moved to an archive soon. The reason we're not using that code is because dotCOM has been working with the team over at OpenGameEngine (OGE - http://www.opengameengine.org), who is developing, and almost finished with, a complete game engine, linking all necessary components - graphics, sound, networking, etc. The code that is on SF is our previous programmer's attempt at creating an engine and bringing everything together. The code isn't that advanced, could use a lot of work, and overall would take more time to create than it would to just use OGE. OGE will be completed within a month or so; Chris and Steven are finishing up the CORE (SVN is updated daily) and once that's completed, we'll be able to start attaching OL middleware and adding in other things. The goal for Openlancer right now is fairly simple, but is dependent on OGE's release - in 3 - 6 months dotCOM wants to have an Openlancer demo available for download. The demo would include one of two possible scenarios: Demo A would be a simple menu with a "Start Demo" button which would launch the player into a spaceship, allowing them to fly around in space, but included in this would be a transition from Space to Planet so the player can land on a planet and then get out and walk around. The concept here is to show the player how to fly in space, then also walk on the planet when they land -- it's a long shot for this demo choice but it'd be great. Demo B would have a simple menu and a "Start Demo" button that, when pressed, gives the player the option of flying in space or walking on a planet. What the choices do is obvious and would probably be a bit simpler to create. With a team of programmers though, we could do Demo A - it wouldn't be all that spectacular but would demonstrate the initial movement and view from the cockpit and first person and whatever else we put in. There are other engines that also need to be developed - UML designs worked on and code written - that are for Openlancer and don't come with OGE - the Dynamic Creation Engine, Weather Engine, Economy Engine, and others. The wiki contains information about them, although it needs to be updated with more detail and current information. Right now dotCOM has been trying to figure out how to put the DCE together and the best way to program it -- some of the engines like the weather and economy engines have great examples online and shouldn't be too hard. Procedural generation is a HUGE part of Openlancer as well - it's definitely a good idea to research it. A new programmer that just joined the site, devineman, has been researching procedural generation and is working on some things for it. With more and more programmers, Openlancer will be able to push forward and become a realization instead of a dream. The one thing to keep in mind about this site, OpenGameForge, is that it's purpose is to be just like SourceForge, but for games and their middleware projects. GForge should be setup soon so the Openlancer code can be put on there instead of SourceForge.
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