Tuesday, April 1, 2008

GNOME-Mud


Continuing our series of non-game software that still sits in the category of 'Games' in the repositories, we bring you GNOME-Mud. It's a client for MUDs, so while it's not actually a game, it is used to play games, so close enough. Basically, a MUD client is a purpose-built telnet client, and this one doesn't offer much more.

MUDs, for those unfamiliar with the term, are text-based multiplayer games. They tend to be fantasy role-playing games, with a handful of sci-fi games out there and an even smaller number of MUDs that don't fit either category. Those last are usually based on some sort of license, ala Dragonball Z. They play a lot like oldschool text-adventures who've had a veneer of RPG-style character development stuck on top.

You need a client to play them - they all run over telnet, so any telnet client will do, but since most of them use ANSI for color and occasional graphical fun, you're going to want to use a client that at least has support for ANSI. In a game that tends towards walls of text, anything that can spice it up is nice - if for no other reason than to give your eyes a break.

GNOME-Mud is a serviceable client, but zMud, a Windows client I was using when I actually played MUDs, offered more features and better-implemented features even then (call it a decade). GNOME-Mud does ANSI fine, and technically works, but there's very little in the way of extra labor-saving or convenience features that had become standard for purpose-built MUD clients forever ago.

Virtually the only feature it's got that makes it not just an ANSI-enabled telnet client is its auto-mapper, and unfortunately the auto-mapper sucks. Rather than reading your keystrokes to determine when you've moved, and map your movements that way, it requires you to input your movements from the map screen. With the mouse.

These games are played entirely with the keyboard; a full mouse-based interface could be built, for a specific code-base of MUD, but GNOME-Mud doesn't have one, so if you want to use the auto-mapper, you have to go about your business with the keyboard, and then switch to the auto-mapper to move.
There doesn't seem to be any reason at all for it to work this way. If you can think of one, let me know.

For the record, it does have a wizard for creating a list of the MUDs you play with your login information saved, so you don't have to type in addresses n' ports n' logins n' passwords every time you want to play. It's not a big deal, but it is one of those little conveniences that virtually every other GUI-based MUD-client offers.

For what GNOME-Mud offers, you might as well just use any telnet client that offers ANSI support for your MUDding. It works, but it's nothing special. So far it's been the only MUD client we've encountered via Ubuntu's packages, so it wins by default, but I expect that if there's another one, it will be better.

Gnome KiSS


Gnome KiSS is a non-game - it's a file viewer for 'French Kiss' files, which are sort of an upgraded music-and-scripting-enabled version of the old 'Kiss' files which were... paper dolls on your computer.

Yep. You use Gnome KiSS to view Kiss packages you've downloaded. Open 'em up, and you're presented with a 'doll' figure and a bunch of clothing you can drag and drop onto it. When I was 12, I was amused for like 18 seconds by dragging all the clothes off of one, and seeing it naked. That's still amusing for a few seconds, but after that brief time passes, there's nothing else to do. Unless you like playing dress-up with cartoons on your computer.

For the record, I downloaded a Ranma 1/2 Kiss set to test out Gnome KiSS with, and while it seemed to work (it was actually neat, in that just like in the comic, Ranma changes gender when s/he gets wet, so you could poor water on the character model to swap it back and forth), it gave me error messages when it loaded, and didn't play music despite the fact that it was supposed to. No idea where the error lies, and the basic 'gameplay' of dragging and dropping clothing worked fine.

I feel dirty.

Since it's not really a game, I can't really recommend it on the basis of its gameplay. If the idea of playing with drag n' drop paper dolls on your Linux box appeals to you, then by all means, give this one a shot.

Monday, March 31, 2008

GNOME Breakout


This appears to be a day for playing inferior versions of games I've already played. Pity, that. GNOME Breakout is, rather obviously, a Breakout clone. Unfortunately, while it's barebones-competent, it's a bit unplayable, and certainly not as good as Briquolo (review here).

The controls for the keyboard can't keep up with the speed-increases that occur pretty damn swiftly in the first level (which I couldn't beat), making mouse-control the only real option. Unfortunately, GNOME Breakout doesn't grab the mouse - when the game starts to get faster, you inevitably move the mouse out of the window. Catastrophic in Circus Linux! (review here), it's annoying and only occasionally game-breaking here because the game pauses automatically whenever this happens. Usually, you can react fast enough to wherever the ball was when it paused to save it. That doesn't erase the stop-and-go nature of the gameplay, though. I'm uncomfortably reminded of driving downtown in Richmond and being annoyed by the oddly out-of-sync traffic signals.

So with gameplay that reminds me of one of the more annoying aspects of the town I call home, we're already off to a rough start. We could fix the problem with the mouse by going fullscreen, but GNOME Breakout only operates in windowed fashion, and it's probably a good thing. Graphics that look amateurish in their tiny window would probably really suck blown up to full-size. While not as lo-fi as the Atari version, it's pretty bad. Early 90s shareware level, at least.

So, the controls suck and the graphics are crappy. Next? No sound. Probably would have had crappy sound that got annoying if they had included music, but some kind of impact sound-effect would have been nice.

Moving right along, there's the levels. While the game 'ships' with three level-packs, and has the capability to import more, there's no level selection. This means that, if you're like me and can't beat the first level, the only way to experience another level is to delete the level-pack that it defaults to starting you with. Yay, I can play a completely different level that I still can't beat! I did come closer, however. If you can play this game at all, the extra levels will extend the replayability. I was basically non-functional at the game, so extra levels for me to suck at weren't very appealing.

A quick refresher on Briquolo: functional keyboard controls, functional mouse controls, expandability, decent soundtrack, fully in 3D, great graphics, unique and interesting gamplay modes, and the ability to select levels and level-packs. The fact that GNME Breakout works at all is a testament to the developer's ability; he did a decent job creating a fully functional piece of software. Unfortunately, a little bit of tweaking would have made it actually fun to play (or, to my mind, playable), and he didn't go that extra mile.

I should note that, despite the fact that the game was last updated in 2001, this version is the next-to-most-recent available on the net. No idea what changes were made. I recommend Briquolo to anyone looking for a Breakout-style game for Ubuntu. There's no reason to bother with this GNOME Breakout.

glTron


If I hadn't already played Armagetron Advanced (reviewed here), I probably would have been impressed by glTron. Unfortunately, they essentially offer the same gameplay, and while glTron has a few nice touches, Armagetron Advanced is a more feature-rich and solid production.

Like Armagetron, glTron is a lightcycle game, based on the scenes from the sci-fi Disney classic film. It captures the look of the film, and the controls are simple and intuitive, but... so does Armagetron.

Differences? First, the positive: the mini-map that shows the whole playing field is a nice touch; you can tell at a glance exactly what's going on and plan your strategy around that.

The other big difference is the booster-button. Pressing it gives you a speed boost, and in one game mode allows you to power through walls. Armagetron allows you to gain extra speed solely via a weird wake-system, where if you're close to a wall, you gain a bit of extra speed. It's very unintuitive and I never quite got the hang of it. In glTron, the booster button allows for a simple and highly intuitive method of gaining extra speed, which can be very useful. Huzzah for that!

A minor difference that may make all the difference to you is that glTron has a simple method for adding your own music to the game. You just drop your music files into the appropriate directory, and select them from the internal menu. While you could play Armagetron with another music player running in the background, in-game support theoretically means less processor overhead and is just a nice feature.

Negatives? As far as I could tell, glTron runs only in a window, and only at one resolution (technically, you can change the resolution from the command line, but can't go into full-screen even from there). The graphics aren't quite as nice looking, even at a comparable resolution.

glTron does offer different artpacks - you just download the artpack and plop it in the appropriate directory, and it becomes available within the game's menu system the next time you start the game. Some of the artpacks may make up for the game's innately lackluster look - I didn't install any. Their screenshots showed them to be better done than the graphical themes available for Armagetron, which is an amusing quandary: better game, with better graphical engine, or lamer game with more creatively styled graphics? You decide. Out of the box, Armagetron is more appealing.

Biggest drawback? No network support, yet. You can play up to four players locally, sharing a keyboard, but uhmmm... yeah, that's not ideal. Armagetron offers 16-player networked games, which is in fact ideal. With no story and limited AI, these games depend on their multiplayer to make them fun once the mechanics have been figured out - without the added dimension of intra-human competition, there's just no real reason to play very much. The FAQ on the website says that network play is planned - for 2004. Obviously, they didn't make that deadline, but glTron was still being updated as of October of '07, so there's still hope.

Those are pretty much the only differences. glTron isn't a bad game - it's a solid implementation of the lightcycle game from Tron. But it's not as good as the other lightcycle game available from Ubuntu's default sources, so I don't see any reason to mess with it. If they get around to implementing network play, you may want to revisit this one and see if the alternate artpacks make it more aesthetically appealing, but until then, I'd pass on it.

Wednesday, March 26, 2008

glpuzzle


While glpuzzle is good enough at the very limited thing that it does, I suspect gCompris (reviewed here) offers a similar 'game' that, at the very least, offers a few more pictures. glpuzzle is a jigsaw-puzzle program; it comes with twelve photos, ranging in difficulty from 4 - 25 pieces. It was hard enough to take me a whole minute and a half to finish the one with 25.

Obviously, I'm not the target market for the software - I hesitate to call it a game - but even for five-year-olds, it's a bit lackluster. It works perfectly, but with only twelve photos total, someone with basic motor-skills and decent vision/pattern recognition would maybe be able to kill thirty minutes with this. A few of the photos are so busy I suspect the uber-young, who are the only people who could benefit from the game, would have difficulty solving them.


It seems like you should be able to add photos, and create your own puzzles, but there's no mention of that on the website and the photos are in some proprietary-to-the-software format that Gimp doesn't recognize. To nit-pick and add insult to this poor programmer's injury, the sound it makes when you connect a piece made my nerves crawl. I may have had the volume up too loud.

In short, throw it on our PC if you want to amuse your pre-school aged children for a bit, but don't expect it to hold their attention for long. As mentioned, gCompris has a gazillion things that would serve to sharpen the same skills, in a more aesthetically pleasing package that also offers tons more. I don't recommend glpuzzle for anyone over the age of four.

Globulation 2


Having not yet reached a full-release version, Globulation 2 is still one of the most polished and interesting games I've played in Linux. While there are areas for improvement, if they stuffed it in a box and put it in a GameStop it would totally be worth 20 bucks as it is, and probably be superior to anything else in that price range (new, for the record).

At its heart, Globulation 2 is a different take on the real-time strategy genre. Most RTSs involve direct manipulation of units, sometimes in a frantically fast-paced manner that gives the same sort of feel as an intense action game. Rather than trod that well-worn route, the makers of this one elected to combine RTS mechanics with management-style games, and ended up with a beautiful hybrid that plays like an incredibly deep take on Desktop Tower Defense.

As a player, you don't order your 'globules' to do things, you just sort of proclaim 'Let it be done!' by placing something on the map (a new building or a rally point) and your globules respond by... trying to make it happen. If you give an order that taxes your poor critters to the breaking point, it'll happen very slowly, and you might even end up with some losses due to starvation (I'm not sure, but I think that's how I brought about the cataclysmic downfall of my first non-tutorial empire).

Basically, you never give commands; the only thing you give orders to is the architecture. If you want something specific done - lets use an attack on a specific building for example - you place a marker on the building called a 'war flag' and if you've got any warrior types, they'll all rally 'round the flag, if they can get there. They automatically attack the enemy, so once they get in range of the target, they attack it. Delete the flag and they'll return to your defensive areas.

Which is how everything works... you define goals, and your people make it happen. Want to make sure they're defending your HQ? Paint the area with a defensive marker, and they'll be sure to keep the area patrolled. Trees in the way? Paint them with a 'clear' marker and your workers will harvest lumber from that area first. It sounds like a mere difference in semantics, but it plays out as a substantially different beast from your standard RTS.

It's very intuitive, and while you may occasionally be reacting just as frantically as a player in a standard RTS, you're usually busier strategizing than real-timing. Deciding what to do first, what needs to be upgraded, how large your army should be, how you want to manufacture units... that's the gist of the game. Set your architecture up correctly and defense will take care of itself; when you're ready, wipe out the other guys.

It most resembles Desktop Tower Defense in that you can build defense towers. And walls. And if you like, you can build them in such a way as to channel enemies into specific areas, and slow their progress, creating kill-zones and... you see where I'm going with this? If you haven't played Desktop Tower Defense you don't, but if you haven't played that, then you should click on the link up towards the top of this review and do that. It's a Flash game, and it's rather ingenius even if I do suck at it.

Of course, if you want to build intricate structures you're going to need workers, and workers need food, so you'll need more workers to harvest food, and you'll need inns for workers to eat and so on. Globulation 2 is an expanded and uber-deep implementation the basic mechanics of that game, combined with the resource gathering and population management of the RTS genre and ends up something else altogether, with the potential to become something greater than the sum of its parts.

It's not quite there yet. On the handful of maps I played, it seemed too easy - I never played a map where I didn't just build all the useful structures, max out their upgrades, build an army, and go to town. Some of the smaller maps may have played out differently, with constant skirmishing redefining the pace and prioritization, but that wasn't my experience.

Most damning is the lack of a campaign. The version offered by Ubuntu's package sources has a tutorial that's quite short, and no campaigns. The most recent release (again with this complete out-of-sync thing going on; there have been three releases since the one the packages are distributing) has expanded the tutorial into a four-part campaign, but it's still just a tutorial. For single-player fun, a campaign is (IMHO) essential for this game.

There are a decent number of varied and interesting maps, for the record. This makes online multiplayer sound very appealing, as it's almost certain that human opponents would not only make victory more appealing, they'd offer up surprising and entertaining strategies compared to the rather blasé experience one gets from the AI. Thankfully, there is networked multiplayer support (LAN or internet), and so all is right with the world.

The graphics are nice, and actually remind me of the style you get from some of the better Flash games (possibly just because I was thinking of Flash games as I played it). Crisp, but also cute - I seem to have neglected to mention that the game centers around competing tribes of 'globules', gelatinous-looking faceless creatures. I mention it now. They're amusingly cute, almost relaxing to behold, and the art-direction goes with the trend. Everything has a sort of pastoral, innocent vibe.

Well, except for the combat music. It's whimsically menacing, if not exactly impressive, making for a vaguely edgy vibe when one of your globules encounters a combat unit of the opposing side. There isn't a lot of variety in the sound-track, but it never gets insanely grating despite the repetition.

As it stands, the game's a bit limited as a single-player game, but still capable of providing hours of enjoyment to the lonely gamer. Should you be inclined to rock it all multiplayer-style, you'll find it even more rewarding. This is among the most enthusiastic thumbs-ups I've given in this blog: Check it out. Even if you're not a big RTS fan (I'm not) you might find that it wins you over.

Sunday, March 23, 2008

gLife


gLife is another non-game. It's an artificial life simulator. You can alter a few characteristics via the preference menu, but the gist of it is very simple: you click 'start' and these dots start to move around. There are male dots, female dots, and terrain dots. Watch. Be engaged.

Honestly, it's not that engaging, but it was sort of sad. Around 220 turns in, all the dots stopped reproducing, leaving unoccupied yellow terrain dots behind as they died of old age. Finally there was only one little guy left (I was amused that it was a guy; considering that women have longer lifespans in virtually every society, you would think the last person alive would be female) and he bounced from square to square, a hopeless dot in a wasteland of yellow.

What does it all mean? Beats me. This is an interesting-for-thirty-seconds novelty unless you're going to dig into the source-code and alter bits n' pieces of the rulesets to run experiments on artificial life systems or what-have-you. It hasn't been updated since 2000, but the elephant's graveyard that is SourceForge still has the page up for it. The messageboard there is almost as sad as the last blue dot on earth, scurrying about the desert.