First Semester 2016 Progress Report

Wed Jun 15 2016

Hello, and welcome to FreeDroidRPG's progress report for the first semester from 2016!

Since the 0.16 release many changes, bugfixes and translation updates were made, and we also released 0.16.1 release.

Here is a quick list of major changes you'll notice from 0.16 to 0.16.1:

  • Italian and Spanish languages are now available.
  • Various bugs were squeaked and some optimization was done.
  • FreedroidRPG is now more Freedesktop compliant.
  • There is now a savegame converter framework, so you may be able to resume your game from 0.16! Please note it's only able to resolve simple differences.
  • Documentation update for easier installation.

Source tarball, Windows and MacOSX installers are available on ftp.osuosl.org

Note that our Git repository is on GitLab.

But 0.16.1 release wasn't all that happened on this first semester. Check out some cool things which happened as well:

  • New website! You probably already noticed the difference as we are now using docpad, a static website generator. Take your time to browse and enjoy the new website of FreedroidRPG!
  • Data dirs restructured: Now we have a data/ folder where game content is kept. This was a huge change to make storyline development easier.
  • Droid specs were lualized, opening new possibilities.
  • For performance reasons, when precaching item graphics droid's images will also be loaded at game start, for a smoother gameplay (if you have memory).
  • New tiles arrived for underground development.
  • Do not build with -ffast-math by default. Does not affect game as long that we don't do any 'extreme' computations.
  • Fix various potential memory leaks and typos.

We want to take this opportunity and call out to testers and translators - we need your help to make the game as polished as possible! Bugs need to be found, and translations need to be proofread by as many eyes as possible.

Check out our translations on FreedroidRPG's page on Transifex,

Show us a bug you found in the wild,

Try to write a bugfix or a feature yourself,

Or just come and talk to us!

To make this the best game possible, any help and feedback is appreciated!

-The FreedroidRPG Team


Merry Christmas 2015 - FreedroidRPG 0.16 Released

Fri Dec 25 2015

The FreedroidRPG team is proud to announce the release of the 0.16 version of this famous open source RPG game !

This version has been in the making for 4 years and contains many changes and improvements, representing the work of many contributors.

Source tarball, Windows and MacOSX installers are available on ftp.osuosl.org

Note that our Git repository is now on GitLab.

Here is a quick list of some major changes from 0.15.1 you're likely to notice:

  • Translations are back! The game can now be read in a selection of languages, and the following languages are bundled with the game by default: Brazilian Portuguese, Czech, German, French, and Swedish. More languages are being worked on by volunteers, and translators (and proofreaders!) are always welcome to join us on Transifex.
  • The various interfaces of the game have been re-factored and are now widget-based, allowing them to be displayed better in larger resolutions.
  • Higher-level bots will now see through the Invisibility program.
  • The arena in town has been redesigned entirely. Bots are now fought in waves and in several difficulty levels.
  • The game ends a little less abruptly, and the player has the opportunity to enjoy compliments (and other words) from several characters.
  • Background images have been added and remastered, including wide-screen versions.
  • A new, rhythmical music track has been added, and can be encountered near the Hell Fortress.
  • For the modders among you, the game's dialog engine has been restructured, and now uses pure Lua and employs bindings for NPCs and the player. Many new Lua functions have been added and can be called via dialogs and events. The remainder of the game's data is now also specified in Lua, for many of the same advantages.
  • An effect timer can be shown in the Heads-Up Display by enabling it in the game's settings. No more waiting blindly for Emergency Shutdown to wear off!
  • A new terminal model has been announced, advertised to be more hardened and robust than the classic model. Many of those with security in mind have already switched to using this new model, and if you have the right clearance, you can already see secure terminals in various sensitive locations, silently guarding their secrets.
  • Water runs. From who? To where? Only the water knows.
  • Countless annoying bugs were squished and shiny tweaks were squeaked.

Note that this version breaks compatibility with older savegames.

Specifically, new or modified map elements will not be available when playing with savegames from 0.15.1, and this may cause a crash when the game goes looking for them. To make the most of the current state of the game, please start a new character.

We want to take this opportunity and call out to testers and translators - we need your help to make the game as polished as possible! Bugs need to be found, and translations need to be proofread by as many eyes as possible.

Check out our translations on FreedroidRPG's page on Transifex,

Show us a bug you found in the wild,

Try to write a bug yourself,

Or just come and talk to us!

To make this the best release possible, any help and feedback is appreciated!

-The FreedroidRPG Team


August 2015 - 0.16 RC1 Announcement, Call for Testers & Translators

Tue Aug 18 2015

The FreedroidRPG team is proud to announce the first release candidate for version 0.16! This version has been in the making for several years and contains many changes and improvements, representing the work of many contributors.

Source tarball, Windows and MacOSX installers are available on ftp.osuosl.org

Note that our Git repository is now on GitLab.

Here is a quick list of some major changes from 0.15.1 you're likely to notice:

  • Translations are back! The game can now be read in a selection of languages, and the following languages are bundled with the game by default: Brazilian Portuguese, Czech, German, French, and Swedish. More languages are being worked on by volunteers, and translators (and proofreaders!) are always welcome to join us on Transifex.
  • The various interfaces of the game have been re-factored and are now widget-based, allowing them to be displayed better in larger resolutions.
  • Higher-level bots will now see through the Invisibility program.
  • The arena in town has been redesigned entirely. Bots are now fought in waves and in several difficulty levels.
  • The game ends a little less abruptly, and the player has the opportunity to enjoy compliments (and other words) from several characters.
  • Background images have been added and remastered, including wide-screen versions.
  • A new, rhythmical music track has been added, and can be encountered near the Hell Fortress.
  • For the modders among you, the game's dialog engine has been restructured, and now uses pure Lua and employs bindings for NPCs and the player. Many new Lua functions have been added and can be called via dialogs and events. The remainder of the game's data is now also specified in Lua, for many of the same advantages.
  • An effect timer can be shown in the Heads-Up Display by enabling it in the game's settings. No more waiting blindly for Emergency Shutdown to wear off!
  • A new terminal model has been announced, advertised to be more hardened and robust than the classic model. Many of those with security in mind have already switched to using this new model, and if you have the right clearance, you can already see secure terminals in various sensitive locations, silently guarding their secrets.
  • Water runs. From who? To where? Only the water knows.
  • Countless annoying bugs were squished and shiny tweaks were squeaked.

Note that this version breaks compatibility with older savegames. Specifically, new or modified map elements will not be available when playing with savegames from 0.15.1, and this may cause a crash when the game goes looking for them. To make the most of the current state of the game, please start a new character.

We want to take this opportunity and call out to testers and translators - we need your help to make the game as polished as possible! Bugs need to be found, and translations need to be proofread by as many eyes as possible. Check out our translations on FreedroidRPG's page on Transifex, show us a bug you found in the wild, try to write a bug yourself, or just come and talk to us! To make this the best release possible, any help and feedback is appreciated!

-The FreedroidRPG Team


May 2014 - February 2015 Progress Report

Wed Mar 18 2015

Hello, and welcome to another FreedroidRPG progress report! It's been a long while without updates, as our brave devs have been fighting a siege of crazed bots, but a handful of brave messengers have managed to breach the enemy lines and bring us news of the drama that took place with regards to the game:

  • Jesusaves implemented different droid sensor types, allowing some droids to see the player even through the invisibility program. This represents a significant rebalancing of the later game stages, and a step in the direction of more varied and interesting enemies.
  • Work on translations by fluzz has continued, and now languages with wider character sets are properly supported. Thanks to Xenux, Matthias Krüger, Jesusaves, and allejok for their efforts to translate the game into French (FR), Czech, German, Portuguese (BR) and Swedish, respectively. Localization efforts are arranged by GiBy on Transifex - you can help too!
  • Scott Furry added automatic parsing and uploading of the game data to the wiki. This includes levels, droid types, NPCs, quests and ingame items. The task of maintaining the documentation of the game world has thus been lifted from the devs, who may now focus on running away from bots.
  • The lua bindings used in dialogs were improved and expanded, and now cover functions for NPCs as well as the player. By fluzz.
  • Xenux converted the management of skills to lua, increasing flexibility for content creators in defining the in-game programs the player character can execute.
  • The countdown for effects (such as paralysis, slowing and invisibility) can now be configured to appear on the Heads-Up Display, immediately above the player character (Tux). Thanks to Gregory Lozet.
  • fluzz refactored the sound engine, speeding up functions related to positional sound, adding fade-in, and refactoring the sound cache.
  • Amy de Buitléir added the Omega Island to the game world, accessible via ferry to the north of the town. What mysteries do the enigmatic denizens of this cryptic island hold? How do they fit into the violent chaos into which the world has found itself thrown? Even we do not yet know...
  • The graphics for the common 614 security droid were refreshed, enhanced and beautified, thanks to basse and Infrared.
  • Scott Furry constructed a tool to visualize the structure FreedroidRPG's dialog files, the Dialog Node Mapping Tool. As the game's plot unfolds, this tools is expected to provide writers a clearer view of the flow of the player's interaction with the story and the best direction to expand it. Graphs for the current dialogs can be seen here.
  • A bug was fixed involving the in-world mouse position not being updated after closing the dialog screen. This caused the unwanted reopening of dialogs due to too much clicking. Thanks to fluzz.
  • Text shown in the console area at the bottom of the game screen is now wrapped according to the entire width of the area. By fluzz.
  • Bullets can no longer be fired in the opposite direction to that the player is facing, thanks to fluzz.
  • Duon Khang Nguyen improved the game's automake system: third-party makefiles provided by lua (which comes bundled with the game just in case) are properly recognized and used by automake when building. Additionally, intermediate object files are no longer renamed by automake, preventing other issues with lua library linking.
  • Various enhancements and corrections to the game's dialog were made, by Xenux, Matthias Krüger, Kibergus, Jesusaves, Scott Furry and others.
  • Many performance and stability fixes and improvements, by fluzz, Matthias Krüger, Gregory Lozet, Xenux and others.

In total, 296 changes were committed since April, 2014.

And as always, we want to thank everyone who contributed and invite anyone with an idea, feedback or other contribution to contact us, open a bug or feature request ticket, or submit a patch to ReviewBoard and try your hand at bug-squashing. Who knows, you might even find your name on this list!

-The FreedroidRPG Team


March & April 2014 Progress Report

Sat May 10 2014

This is FreedroidRPG's progress report for the months of March and April! Due to an unfortunate mishap involving digits, earlier we released a progress report from the wrong year, but everything's sorted now - these are a few of the notable changes that went into the game recently:

  • The main menu now contains an entry for Languages, giving access to the localization of the game; this concludes many months of continuous work by fluzz. We remind you that translation is happening over at Transifex, and anyone who wants to help can create a free account and start translating here.
  • Ammunition specifications were de-hardcoded by Xenux; this will ease localization for ammunition types, allow greater flexibility and make things simpler for developers and modders alike (in addition to paving the way to easier automatic wiki updates, a WIP by Scott Furry)
  • Gregory Lozet fixed an old bug that caused the game time to speed up after winning or losing the game.
  • Duon Khang Nguyen is working on improving the game's compilation process: the first submitted patch simplifies the build by preventing an unnecessary renaming of intermediate files, avoiding issues involving Lua library linking.
  • A corrupted waypoint connection in John's puzzle was found and fixed, thanks to Infrared and Matthias Krüger.
  • Xenux fixed two issues in the level editor: one that made selecting items on the floor challenging, and another that caused visual distortions under certain conditions.
  • Numerous improvements and optimizations were made to the game's engine, thanks to fluzz and Xenux.
  • Multiple changes and improvements to the game's dialogs were made, by Matthias Krüger.

All in all, 59 changes were committed in March and April.

And now, we'd like to thank all contributors, and remind anyone who wants to become a contributor that they have many options: multiple ways to contact us, a handy bug and feature request tracker for specific feedback, and, for patches, we have ReviewBoard. Who knows, you may even find your name on this list in the future!

-The FreedroidRPG Team