![]() ![]() In such case you'll lose the automated update downloads, but hey, it's your choice. They also offer standalone installer download option, so players who don't want to install Desura in their system, can just download the game through their website. How have you found working with Desura to put your game up? QuoteDesura has been fairly ok, their web-based control panel is pretty straightforward and user friendly. NVIDIA seems to be in a better spot in that regards. At this moment the game refuses to run with that combination, and as a two-man team we can't but accept that that's the way it's going to be for quite a while luckily it runs just fine with the open source drivers. VMWare also saves from a lot of hassle in this.Īnother source of issue is ATI/AMD GPU's and proprietary Linux drivers. Of course there had to be some kinks with that approach too, trying to pick the distro on what to build the game on initially and where to draw the dependencies, but with enough trial & error it seems we ended in an spot that mostly works. Somehow finding this bit of information wasn't as easy as one might've thought of - at some point we had players manually installing bunch of dependencies and well, that didn't work out too well. Eventually someone pointed out that I can just bundle the libraries and use a launch script that will make the game able to find and use those libraries that were provided in the game package, and that would work fine with 32-bit libs in 64-bit system too. We use Ogre3D as the graphics engine, ENet for networking, OIS for input handling, OpenAL for sounds, so getting over to get things running on Linux wasn't that hard in the end.īeing not much than a noob with Linux, I'd say the biggest obstacle was with gaining knowledge on how to deal with dependent libraries so that the game would be compatible with as many distros as possible without going open source with it. ![]() ![]() How easy/hard was it to support Linux? What Linux specific issues did you have to overcome? QuoteFrom the start of the project, I had been targeting cross-platform support so I cherry-picked components that work with that idea as far as possible. You don't get health regeneration by ducking down, heck, you don't even have such thing as health :) One good shot and you're down - then you respawn as another soldier. Despite its casual cartoony looks, the player gets killed so easily in the game that to actually be of any use for your faction, you need to learn to use the cover system properly, use the different stances to improve accuracy, time your reloads right, deploy cover to fill open spaces or use the vehicles to provide more cover, and even flee when you need to flee. RWR can also be considered as a hard game in terms of difficulty. The soldier AI in the game is the biggest focus area one might say, and it's certainly something that doesn't come across too often in such small scale indie games. We've used phrases like "The war goes on without you" and that's exactly what's going on the player is just an extra element in the AI's world. What makes your game different to other top down shooters? QuoteRWR's premise is that it puts you, the player, as just another grunt among hundreds of fellow soldiers against one or two enemy factions of similar grunts in an epic war to conquer all the land. Multiplayer can go up to at least 52 players with a few hundred bots on one server, that's the record we've managed to try out so far. He's a life saver really.Īs for the game, RUNNING WITH RIFLES is a top down military shooter with non-linear open world and RPG elements, for both single player and online multiplayer. He's doing all the map work these days, creates the graphics assets and helps out with design and balancing, promotion, testing, everything. I was joined by Jack Mayol from Germany (he's French actually) when RWR had been under development for a bit over a year. Since early 2011, I've been working with all the programming involved in this game project, the overall gameplay and visual design, and am still trying to keep some level of focus of where the game is going and growing. Interview First off all can you introduce yourself and your game QuoteI'm Pasi Kainiemi, software designer and hobbyist game dev from Finland. ![]() This is some of the most genuine fun I have had doing a video for a game for a while, especially the end part where I found a Jeep (look at 8:40), and then proceeded to run my own team over and force an enemy to jump the barrier into the water to escape certain splattering. YouTube videos require cookies, you must accept their cookies to view. ![]()
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