A new design contest has started! The topic of the contest is “Mining” and submissions will be accepted until Christmas.
The competition is organized by Fulgen and is open for entries from both Clonk Rage and OpenClonk. If you don’t know how to build a scenario yet, try out the new editor available in the latest development snapshots! If you have an idea but don’t know how to build it, feel free to ask in our help board.
Here are the rules (translated from the announcement the clonkspot forum in German):
The topic of the contest is: mining
- Both scenarios (i.e. maps) and objects will be accepted.
- For scenarios, the difficulty should be medium (e.g. no bugs should need to be exploited).
- Optionally, the difficulty can increase with the amount of players.
- Submissions should have a description and title image.
- If possible, it should be both in English and German.
- For objects, both meshes and sprites are allowed.
- Scripts should be free of errors.
- Submissions are allowed for both OpenClonk and Clonk Rage.
- Fun: is the map fun?
- Idea: how does the map stand out from others?
- Multiplayer: is the map suited for multiplayer gameplay?
- Script: is the script error-free or are there bugs that affect the gameplay?
- Utility: is there a sensible application for the object? Does it use/add mechanisms that are fun? Is it easy to use (e.g. not having a myriad of menus)?
- Script: is the script error-free?
- Visuals: does the look match the object?
The contests starts on Nov. 07th 2016 and submissions will be accepted until around Dec. 24th 2016. There is no limit to the number of submissions per participant.
Submissions should be posted as a new thread in the clonkspot board “contest submissions” (note that you need a clonkspot forums account to access the board) with a description in the post and the object or scenario as an attachment.
Since the 7.0 release quite a number of new scenarios have been seen in online play. I would like to present five of them to you:
Lets start with Knüppeln by Kenny:
Then we have Melting Castle by Sven2:
Next is Clonk Volley by Kenny:
Also there is Jump Off by Maikel:
But literally all the current rage is about the Hot Ice explosive extension made by Sven2 and Luchs:
If you want to join us playing, there’s usually a few games going in the European evening hours. If you cannot join because the game is advertised as “version 8.0”, you can usually join by downloading the latest development snapshot. It’s a zip file with everything contained to run the latest development version; just unzip it to a new folder and run the contained openclonk executable.
Stay tuned for the next overview of new scenarios – coming soon! 😉
One of the main strengths of Clonk has always been its easy script interface and its openness for user content. Unfortunately, players often don’t realize how much they can do in the game because we don’t ship an editor and few players will dig into the game folders to realize they can create their own content.
Fortunately, this is changing now! We are reworking the old “console mode” to be a full-fledged standalone editor capable of creating a variety of interesting scenarios.
First, the editor will be easily accessible from the main menu of the game. No more tedious navigation to developer pages hidden on our website is required.
Second, the editor has been streamlined to be easy to understand and throws you right into the action. There is now a “new” button directly on the welcome page of the editor which allows you to set a name and basic parameters for a new scenario. The new map is automatically created and loaded into the editor for you. Recently edited scenarios can also be re-opened directly from the startup page. In the future, we also seek to add quick tutorial links onto this page.
The editor itself has been written in Qt, a state-of-the-art and cross-platform user interface toolkit that contains all the little things like dockable toolboxes and native user interface widgets which make the program easy and fun to use. Many new features have been introduced:
- Less cluttered user interface: All tools and viewports are arranged into dockable dialogues so there will be no more floating “object property” dialogues that got lost behind the viewport somehow. Of course if you want you can still undock elements such as viewports and e.g. move them off to a second screen. All tools (player/object/landscape cursors, brush modes, etc.) have been combined into the command bar on top.
- Easy-to-use object properties: When selecting an object, its basic categories can be set directly in a property list on the right. With properties, you can connect switches with doors, create enemy AI clonks, configure goal and rule objects, etc. Properties can use custom delegates for each type. For example, the shape delegate can be used to mark a region in the map such as trigger regions for enemy AI clonks. Colors can be chosen from a color dialogue box, numbers can be set in a spin box, etc. More complex types such as arrays of IDs can be defined in script.
- The object creator shows a list of all loaded definitions. Simply select a definition from the list and use a single click into the landscape to place the object. Object placement has a preview and allows rapid placement of many objects.
- Selected objects can be rotated and scaled by dragging a scaler and rotator knob. Rotation in multiple of 45 degrees es possible by holding Shift.
- Obscured or lost objects can be found in the object list. The list is organized by containment so objects in chests can also be found. Effects are also shown and can be edited.
- Landscape painting has been improved: Instead of the brush preview in a hidden toolbox (that showed the wrong size anyway), you can now see the projected brush size as an overlay while painting materials. For static maps, the landscape can be switched to a “flat chunks” mode that makes it easier to draw e.g. vertical tunnels for stone doors or find any remaining sky pixels underground.
- Start positions and start properties such as wealth, materials and construction plans can now be set easily through a “player start” object. Player start objects can be placed anywhere to denote a possible starting position. Multiple start positions can be defined for each team in melees or simply as random possible starting points. To make things easier for newbies, scenarios created through the “new” command already contain a centered player start object.
The editor has not made it into the master game branch yet. However, if you are comfortable with git and compiling your own engine, you can check out the qteditor branch. German speaker can also follow the editor development blog on clonkspot.
Note that this is a newbie-friendly editor for creating simple scenarios only. To do advanced scripting, build objects or contribute to the original game, you can either look at Windmill or follow the guidelines on our development page.
If you have additional ideas or suggestions for the new editor, please leave a comment here or in the forum thread!
I’m involved in the music and sound design of Open Clonk – and there has been quite some progress lately.
As you might recall we introduced an ambience-system in an earlier blog. Along with that we started to extend the audio content of the Clonk world bit by bit which could already be experienced in the 7.0 release. The biggest change there was the inclusion of voice tracks for the individual Clonk-skins. Also the new animals got quite some amount of sounds, but we are far from being done yet.
I made a teaser with upcoming sounds – so with some imagination you can already dream about the acoustics of the next major release.
Since the sound folders grew in size and number they had to be structured which was possible thanks to the effort of Zapper and Sven2: .ocg files can now contain sound sub-folders. Everything now is categorized, making it a lot easier for content developers to access and use sounds.
Music wise there is still demand for coverage of the more distant and eerie places of the Clonk world. Here is the first of a new set of compositions as a teaser, stay tuned 🙂
In the last release a few new animals have seen the light of day, also somewhat due to the the Milestone Project. There are some old, familiar animals that were re-imagined for OpenClonk and some animals completely new to the world of Clonk. I will start with the ones that old Clonk veterans will surely know.
The Wipf is a very iconic necessity for a Clonk title and it was a pitty that we had to do without it for a few years. But, hooray, those sad days are over now. The Wipf is mainly known for running and jumping around in the landscape and ruining your mine by digging tunnels straight into the closest lava basin.
The Wipf was first introduced with Clonk A.P.E. in 1995 and had since then been in every Clonk title during the past 20 years.
Known from Hazard in Clonk Planet, the chippie returns to suck your blood while looking surprisingly cute and innocent. Unlike back in the days, where you would find the chippie when looking for equipment in crates, it can be found in eggs in the underground now – similar to how zaps could be found in the earlier Clonk titles.
Chippies will be freed from their eggs either after some time when the egg is not covered with earth or by flinging the egg on the ground – for example by shooting it into the enemy base with a catapult. The chippie will jump at unsuspecting Clonks and suck their blood, slowly draining their life.
The underwater fauna has been extended by a squid (in both peaceful and aggressive versions) and by a new type of piranha. In addition to the new animals, the navigation of the fishes has been slightly tweaked to better handle smaller lakes.
The squids are generally just peaceful and curious creatures that love to follow and inspect other things and creatures. Shrouding themselves in ink in order to flee when hurt, they are harmless to Clonks.
However, the bright red version of the squid is everything but harmless. Lacking teeth and claws, they will follow Clonks to surround them in a thick cloud of ink which drains the Clonk’s breath pretty fast. Yes, this is physically accurate. I looked it up.
This makes diving pretty dangerous when around red squid as long as you don’t pack extra air.
The following short video shows the two piranha skins and some red squids. The bright red piranhas are a bit smaller and like to hunt in packs while the bigger ones generally hunt alone.
Flies, Fireflies and Zaps
Zaps are back as well! Zaps are small, stingy beings that you should not infuriate. Unlike previous Clonk titles where you would find zap nests buried in earth, they now hang on trees. As you have probably expected, they do not like when you try to chop down their home.
The flies are just decorative little things that love to be around water or corpses – well, who doesn’t!
Even more decorative are the new fireflies. They come out at night to create quite a romantic atmosphere.
Bats and Puka
These are two more new inhabitants of the world of which one had previously never been in a Clonk game.
Bats populate caves and do not like to be disturbed by Clonks. In case you happen to find yourself among bats, be prepared that they will want to defend their territory!
The Puka is an animal without a counterpart in the real world – feeling at home around water, it will generally just lie around sleeping. When it finds itself troubled by a Clonk it has the unique ability to teleport away to a safer location – and I would try not to stand directly next to it when it disappears!
Thanks to David Oerther (ala) and Martin Strohmeier (K-Pone), OpenClonk now has a quite extensive athmospheric soundtrack!
You can listen to it right here on the blog (or use the Popup player)
… or, simply download the game and enjoy it while you play. As previously teasered it is dynamically chosen which song is to be played depending on your situation in the game – the time of day, if you are underground or underwater etc.
For a long time now, a new control schematic was under development. Countless testing rounds have left us with a dissatisfaction about the two-handed approach (one item on left mouse, one on right mouse). While there were advantages, the disadvantages were more severe: people tended to not use the second item effectively, sometimes even forget about the selection at all. In the heat of a quick melee scenario it was easy to get confused and a better choice was always to hit the number key of a weapon you wanted to use and do so with the left mouse button. It became apparent that we left a major key (right button) to degenerate into a minor feature. That was unacceptable.
Thus, the new control scheme is a more conservative approach. Just one item is selected at a time. For quick item combinations, there is a quick switch to the last selected item on Q. Also, the mouse wheel will now serve to scroll through your inventory. A natural solution when you have played any other game. Zooming is now done by holding Ctrl and using the mouse wheel. Because zooming is less frequently used, this is no harsh impediment.
Just to clear things up, here are some pictures to fully explain the controls in Open Clonk. Included are even controls that were left unchanged, just for the sake of completeness.
You did not check out the new version yet?
Download it here!
Another year passed, and here is another release, version 7!
Though, this year’s version is quite special because it so much larger than the previous updates. The new release is focused on making the game more playable, better looking and giving it an overall nicer athmosphere: New controls, new GUI, more ambience, life, game content and bazillion of bugfixes.
Previously I wrote about the Milestone Project and I am safe to say that without the people that organized themself in this project, version 7 wouldn’t be half as extensive or awesome as it has become because not only did they make the game more beautiful and added a good deal of new game content, they also provided everyone else with a huge motivational boost with their organized effort – core developers and occasional contributors alike.
Let me use this oppurtunity to thank all the many people who did their part in the Milestone Project and still are, especially David Oerther (ala), Martin Adam (Win), Armin Schäfer and Florian Graier (Nachtfalter).
Let’s look forward to the next milestones, which are already in planning. Check them out, especially if you are interested to contribute something in the future (German content): Milestone #2, Milestone #3.
And now, for the long list of major enhancements done for this version:
New Controls and GUI
- By initiative from David Dormagen (Zapper), OpenClonk has new controls again. The biggest change is a switch from two usable items (one on each mouse button) to just one while freeing the other mouse button. See above for more details.
- Again by initiative from David Dormagen, the whole ingame GUI has been remade. Script creation of GUI elements and menus is not only easier but a lot more flexible. Also, these GUI elements run asynchronously among clients, freeing network capacities. For more information, check the documentation. Based on this system, Felix Wagner (Clonkonaut) streamlined the ingame HUD. For a detailed description, have a look at the feedback thread.
- Fitting to the new control scheme, Maikel created completely new tutorial scenarios. The idea is that the players are slowly led into “normal” missions rather than having just a few “learning rounds” and that’s it. Please mind that not all tutorials are finished yet but the very basic ones are.
- David Oerther (ala) composed a completely new soundtrack. For licensing reason, it is not included in the default OpenClonk download but the Windows installer will ask you whether it should be automatically downloaded. Others can get it from the download page. Furthermore, songs have been added to the included soundtrack by Martin Strohmeier (K-Pone).
- To celebrate the new soundtrack, Sven2 implemented an ambient music system which tries to play the fitting music depending on your situation and surroundings in the game. Speaking of sound, Sven2 also extended the sound system to be able to add effects such as reverb, echo or pitch to sound effects. For example, now every sound in a cave has a little echo and underwater, all sounds are damped.
- Also greatly adding to the ambience in the game are the huge amount of new sound effects that have been added to the game, mainly from David Oerther (ala). After all, the more sound effects there are, the more noise you can make in caves and underwater. A cumulative bonus.
- Thanks to the initiative from several people from the Milestone project, most notably Matthias Rottländer and Florian Graier (Nachtfalter), almost all material textures were recreated. This has a huge impact on the visuals of the game, giving Open Clonk a whole new and tidy look. All materials got normal maps, which makes the landscape appear quite three-dimensional!
- The dynamic lighting system that had been introduced in version 6 has been greatly enhanced. Most notably are the addition of colored lights by Mark Haßelbusch, more usage of shaders (glowing lava, shiny gold, …), more usage of ambient light (i.e. for day-night cycle) and making it easier to implement custom shaders. Armin Burgmeier (Clonk-Karl) and Peter Wortmann were the masterminds in this. The Clonk is now also not the only source of light, but we have torches and lanterns now – plus certain objects add colored lights for effects, i.e. the teleglove.
- Plant life! There are more trees now than the one coniferous tree we had for a long time, there are flowers, ferns, mushrooms, seaweed, … . This is a big contrast to the otherwise quite brown world of OpenClonk (what can we do? Earth is brown!) and adds big time to a nicer ambience. There are not only decorative plants but also plants like “cotton” and wheat that can be crafted into useful things! All covered in this blog article about farming.
- Animal life! It was time to repopulate the world of Clonk with some wildlife, and hell we did a thorough job with that – the Zaps and the Chippies from Clonk Rage made it back into the game. And of course, our dearest furry friend, the Wipf, is back! But there is much more now – bats, moskitos, fireflies, piranhas, squids, other fishes, a “puka” and more. And, there is more in the pipeline! Both the animal and plant life is mainly thanks to the initiative from the people from the Milestone project again, but in the end most of our content developers were involved.
- There are some noteworthy changes on the workings on the landscape which might be especially interesting for developers: First, Armin Burgmeier (Clonk-Karl) made it freely definable by scenario authors what should be “behind” a material after it has been mined. This opens up some interesting possibilities. Also, Julius Michaelis (JCaesar) added the possibility for platforms – things you can jump through from below but stand on from above. Best example: the airship.
- A lot of new objects, such as the Wooden Bridge (known to players from Clonk Rage), placeable Rope Bridges (those had been in the game for a long time but were not usable by players)
- New scenarios, also a lot of the old scenarios came to know some attention. A new scenario folder was created, including two Defense type scenarios where one has to fend off numerous waves of attackers.
- So many bugfixes and improvements that we honestly lost track. And really everyone was involved. To put this into perspective: For version 7, alone through the bugtracker almost 400 bugs were resolved, that’s more than for version 5 and 6 together!
We will continue work with the organization form of the Milestone Project. There are new creatures waiting to be incorporated into the game, to enliven the scenarios. We want to explore improving deep sea gameplay and the Heavy Resources concept.
A new and hopefully final Release Candidate has been build. If you haven’t noticed the other two RCs, that is totally fine since we kept those hidden in the forums.
Be advised that since 6.1 there have been a lot of changes and there is no compiled changes list yet (however, there will be when the release is out for real). I will just list the major ones right here:
- Complete overhaul of controls. You cannot select two items anymore to the two mouse buttons. Instead, just one item is selected and activated on left mouse, thrown on right mouse button. You can quick switch back to your last selected item with ‘Q’. You pick up items by using Shift now and can use Shift + Left/Right to skip through all the items lying around or use Shift + Up to pick up as many things as your clonk can carry (Shift + Down will abort picking up). To get the contents of any object / clonk press ‘E’. Interaction (grabbing, using vehicles, …) is still on Space but works similar to picking up things.
- Completely new HUD and menus. HUD size is linked to font size.
- Normalmaps and new textures for the landscape.
- New music and an optional music pack (because it does not use a Creative Commons License, it is not shipped with OC): The Windows installer will automatically query you to download that music separately, everyone else can get it from the Download page (bottom right). Just replace the Music.ocg in your Open Clonk directory.
- A lot of other cool new things!
If you have not tested the new controls before, we recommend playing the new tutorials first!
Linux users who want to build OC themselves can do so by checking out the ‘stable-7.0’ branch of the main repository.
- Open Clonk does not start or crashes immediately
You might want to try and update your graphics driver. Even if Open Clonk 6.1 runs fine, because in the meantime a lot of work has been put into shader development and right now, Open Clonk needs a recent driver. We recommend using AMD or Nvidia Video cards!
- I am running Open Clonk on a device with an Intel GMA / HD Graphics chipset and have problems running Open Clonk
If your machine does have a GMA chip, Open Clonk will probably not run at all and there is low chance OC will support your device again, sorry. More recent HD chips should be able to run OC. Always try and get the most recent graphics driver there is. It is known that OC does not run properly on HD 2000 and HD 3000 (Sandy Bridge processors) and currently no support is planned.
- My Gamepad does not work properly
Right now, gamepad support is not finished and will probably not be finished for the release, sorry. We are working on getting gamepads working again though. Currently, your only choice of control input is mouse + keyboard.
- I have troubles using splitscreen / local coop
The release will not feature local coop / splitscreen support, sorry. We are working on getting this working again though. Currently, your only choice is online coop.
- No one is playing online!
Usually, there are people around sundays at evening (CET). Or sometimes other days but evenings are best to catch other players!
- I have another problem
Sorry to hear that! Please post your problem in the bugtracker or the forums.