Development is currently in arbitrarily extended hiatus. :(
…But! This project builds on aarch64-apple-darwin through nix. Just run nix run github:solemnsky/solemnsky
to get started.
Altitude demonstrated the viability of an uncommon genera of multiplayer game. Despite its cartoonish appearance, it offered a competitive experience that kept a small dedicated player-base coming back year after year.
However, it suffers some unfortunate limitations and in recent years has become increasingly stagnant. Cue solemnsky: a new altitude -- an alti2ude, if you will -- that exposes itself to community development and addresses its predecessor's old problems with a new light.
This is solemnsky: the open-source competitive multiplayer 2D plane game.
solemnsky is in active development. See our solemnsky-info repository for an overview into the technical design and current status of our continuing efforts to build the best "alti2ude" we can manage.
There are a lot of roles to fill on our team! Whether you want to contribute or just drop by and say hi, contact Chris Gadzinski (MagneticDuck) via email or via skype (magnetic.duck); we'll get up set up on our slack group along with the rest of the team.
Some roles we'd particularly like to see filled:
- Scheme guru.
- C++ programmer.
- Web designer.
We're dedicated to pulling this project through; your contributions will be matched.
As of the moment that I write this, I've sketched support for almost every fundamental feature that we'll need in the final product. In order to become more attractive to potential contributors and avoid any over-extension of our limited resources -- my time and our team's interest in the project -- it would be prudent to aim directly at a near-future goal: presenting a development alpha release.
By the development alpha release, I plan to have a highly usable client/server system, with a concrete set of foundations for all that will come. It will be playable and presentable, and prepare the ground for the addition of scripting.
A list of the foreseeable developments necessary to reach this point follows.
- Client UI
- Should leave a good first impression, and be intuitive and functional. (Issue #18)
- Should have useful settings, with support for persistence. (Issue #17)
- Environment (.sky) Format.
- Should be constructable from altitude's maps with an automated tool. (Issue #19) (DONE)
- Should be easy to add custom game graphics to. (Issue #20)
- Engine
- Should be improved to allow the server's implementation of a basic TBD-like mode. (Issue #22)
- Engine Sandbox
- Should allow experimenting with engine tuning values. (Issue #22) (DONE)
- Multiplayer Client
- Should display lobby, environment loading, game, and score screens. (Issue #24) (DONE)
- Multiplayer Server
- Should implement a basic TBD-like mode. (Issue #23)
- Multiplayer
- Should employ packet buffering to compensate latency fluctuation in
SkyDelta
(dynamic game state) packets, on both client and server. (Issue #21)
- Should employ packet buffering to compensate latency fluctuation in
- Logging
- Should use an external library for fast asynchronous logging, and have a nice informational format. (Issue #16) (DONE)
solemnsky Copyright (C) 2016 Chris Gadzinski
This program is licensed under GPL v3, see LICENSE.
Credits: coming soon.
Of course, we'd like to thank Nimbly Games, the authors of Altitude, for their great work that started this whole mess!