- cross-posted to:
- godot@programming.dev
- opensourcegames@lemmy.ml
- cross-posted to:
- godot@programming.dev
- opensourcegames@lemmy.ml
Hello!
I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.
There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.
For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.
It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.
But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.
If you have any special characters of your own design, then I can help after I add modding support.
The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what others may want.
Godot will be the game engine of course.
License will be AGPL-3.0 only! Unless there is a reason for another one.
Repository will be on codeberg.org as always
Name of Game: ??? Drop suggestions in the replies, thank you.
I am not the best developer and only really do quick prototypes, but with this information I can have a better direction of where to go. I can confidently tell you, this will not be too much of a challenge so you do not have to worry. So long as I have time to crunch, it can be made.
This posting is just for whoever may come across it so they can put their ideas out there. Development will not start immediately. I have not been able to work on anything at all recently, but will start again soon within the next few months.
I look forward to the thoughts of everyone. I very much prefer to work in Godot. Please ask as many questions as you need, I know this may not be so readable.
Potential names:
- FOSS Fighters
- Open Tournament
- Libre Brawl (Or some combination of these)
I think is best to start with common archetypes (think DnD classes) and make movesets that feel right within those stereotypes. That should make a good starting point and you can tweak from there.
Also, if you’re making something similar to Smash Bros, remember to keep the movesets/combos relatively simple. Too many complicated combos will make it harder to pick up and will be harder to balance.
How about TuxWars ?
Write the engine first.
Create characters, stages, and items as modules.
Release them together as a fully playable pack, while leaving the door open for user-created modules. Let the community clone SSB using your engine.
(The StepMania model)
This is the golden idea. This will be it. Very basic small set of characters with values to modify. I am wary of hardcoding in some things for specific characters, but that could happen as well.
Character ideas: The KDE Konqi, Katie and the whole host of dragons (Yoshi style). Xenia the Fox alternate Linux mascot. Lemmy and Mastodon mascots.
Provisional name idea: Smashtest (like Minetest until they figured out to call themselves Luanti).
Other name ideas: Open Source Battle Royale
Stage ideas:
- Smart Home (Home Assistant themed),
- GRUB (a few traversable lines or options)
- GRUB rescue (one line, Final Destination style)
- Rapid Coding (a DK falls-style scrolling map)
- vim (a close quarters map similar to the Game & Watch map, optionally with walls as the characters are “stuck in vim”)
- i3 (a pre-made map styled in a tiling window way, or perhaps dynamically splits the stage during battle)
- compiz (do whatever you want as long as it looks cool, wobbly, wavy, cubey or 3d-like)
- Hannah Montana Linux or Biebian (without a picture of the person in question but the colour scheme and the shape of stage elements would highly imply it’s those distributions)
- Blender 3D interface
- FreeCAD animated assembly
Special Move ideas (that can work with most characters):
- Update (a small rest/vulnerable period followed by a buff)
- Mailing List (a beam of emails)
- Harden/Vulnerability Patch (could paint/plaster offensive move, or it could be a curl up defensive move or roll around like yoshi/sonic/jigglypuff etc.
- Release Candidate (powerful offensive move with some drawback or self damage)
- Bug catch (a forceful two handed clap in front, or using a net)
Other attacks:
- cronjob (Tux tosses a clock that explodes)
- Tail whips
- Fire breath
Obstacles, enemies, hazards:
- a bug
- a kernel panic/freeze
- the meditation guru
- firejail
- a green-coloured GPU driver
- git issues
- dependencies/dependency hell
- Blender default cube
Your game doesn’t have to have every single element FOSS-themed, as it might make it feel too nerdy, but if you were short on this kind of idea and wanted some, here you go.
If we’re doing OSes, there has to be something for TempleOS.
TempleOS as a stage would be something incredibly fun yet incredibly annoying/imbalanced to the point it would get banned from competitive play.
Tux should have several skins that represent different distros like a red fedora for RHEL lol.
My other dumb suggestion is having nmap be a floating blue eyball
Imagine tux with a fedora.
This is so great!
Clippy as a hidden character.
cargo clippy
Training dummy perhaps
My only request is make it so that in April Fools you can play as Windows and it’s slow af
It could blue screen when you play as windows 🤣
Or an arch character where you have to input 10 commands in order to perform a single attack.
Tux the penguin, the FreeBSD daemon, the OpenBSD pufferfish, MS Clippy, GIMP’s Wilber, the Rust crab, the GNU Gnu, the SuSE chameleon, a Firefox, the Darwin OS duck, and a dude in a red Fedora.
Does it have to be specifically FOSS characters? You could have a huge roster with public domain characters (too).
I wanna kick TuxBird’s ass with the original Mickey Mouse!
I saw that character today, which made me really want to put this announcement out there!
My brain instantly remembered MUGEN…
That was my thought as well. TIL it’s not FLOSS.
my biggest complaint when playing competitive character-based fighting games is that they always nerf the overperformers instead of buffing the counters. Never nerf characters, it always feels so bad to have a character nerfed.
I will definitely keep this in mind.
Tux can/should be in there, but make your character cast from a wide variety of public domain sources. Use real historical figures, classic literature, and mythology.
Some specific ideas:
- Thor (but not too much like the Marvel interpretation)
- Poseidon
- Dracula
- Sherlock Holmes
- Captain Blackbeard
- Steamboat Willie (as of its copyright expiring)
- T-Rex
- Cthulu
- Merlin the wizard
- fairytale characters
Also make a solid modding API to let people add their own characters, items, and stages.
The characters could start out as just the ones in supertuxkart and then go from there. I’d be happy to help with the movesets, balancing, and playtesting. I don’t have any experience with Godot yet but I have been meaning to learn!
That would be great. I will have keyboard support, but primarily focus on generic gamepads for steamdeck experience.
I am taking a short trip in mid December, but will still most likely begin pushing commits by then.
Keep a lookout in this thread or your “private” messages. I do have a Revolt server, but I do not think it would be appropriate to promote without any progress to show at the moment.
This will be an exciting development.
EDIT: I will be replying/editing post to share git repo (codeberg) though!
If you use Matrix then you can dm me @tkk13909:matrix.org. I much prefer it to Lemmy DMs
I will be contacting you via
@marshmarshmarsh:matrix.org
.I also have
xmpp:marshreaper .fr
if anyone is interested in contacting me easily.My email is
marshreaper.ydyal@simplelogin.fr
So broadly you will find categories in games like Smash Bros and so on. Some characters will be heavy, some light, some fast, some slow, some strong, some weak, but each trait creates an axis. The ideal distribution of characters is to have all areas of the multidimensional space filled or if not filled at least alternated.
For example, you should have one heavy, fast, weak character, one heavy, slow, strong, but maybe not a heavy, fast strong or a heavy slow weak. You can chart them on a two dimension axis at a time, then use the characters from Tuxcart etc to fill the space based on what makes sense, eg the Gnu should be heavy but also fast, but it is definitely a prey animal, while penguins are smaller and fast with a more moderate attack level, maybe even weak.
Once you have some of the extremes filled you can consider subversions of the paradigm. For example, a compiled language is slow at creation but fast at use, so maybe a mascot for one of those could have two modes, switching state and therefore characteristics.
Another thing to consider would be the dynamics of your interactions. Are you going for the jumping around of Smash Bros? If so, lots of the details about their camera work can guide your decisions. What about the overall pacing? Do you want frenetic play like Smash Bros? Combos? Strategy? Lots of things to look at there with a narrative approach to the characters as representing their projects, for example Wilbur is smaller and supposed to be super modular, so maybe having quite a few modes with different characteristics would work, while something like puffy is great for water levels alongside tux and any other aquatics.
This is valuable information. Thank you.
The gimp maskot should be able to paint things that last a short time or until he paints the next thing.
Examples: wall against projectiles, spikes on the ground, platform to jump on.Also I want to see ferris from rust.
+1 for Ferris!