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A gift, just in time for a game jam!

by Daniel Buckmaster · 10/12/2014 (12:45 am) · 19 comments

img69.imageshack.us/img69/8023/walkabouttitle.png

What's this gift, then? Well, after a lengthy process I've finally decided to open-source Walkabout! Those of you who are following WinterLeaf may have noticed that Walkabout is included in their open-sourced OMNI engine. We've been discussing this for a while, and they beat me to the punch, but now it's official and it even has its own repository.

Get Walkabout from GitHub


This open-source version has no catches, no feature differences, and an MIT license. It comes with all the documentation that people loved from Walkabout, including tutorials for compatibility with the UAISK. To get you excited all over again, here are some pictures from previous updates:

i.imgur.com/eQOiXIzl.jpg

Large navmeshes!



i.imgur.com/ro1KSxC.jpg?1

Different water options!



img33.imageshack.us/img33/694/walkabout1.png

A new editor mode!


Why are you doing this?

Honestly, it wasn't an easy decision to make. Products going open-source when people have spent their hard-earned money to purchase them is always awkward. In this case, the reason I'd sold Walkabout originally was because I intended it to be a worthwhile investment with long-term support and new features. I do believe it was a decent investment for those who purchased it, but I've been sadly lacking in time to put into it, especially since taking a position on the Steering Committee.

So, to increase Walkabout's value not just for its existing users but for everyone, I thought that open-sourcing it would be a great way to go. This way it can benefit from contributions, but I can also justify putting more effort into it to the point where it could possibly be merged, in some form, into the main T3D repo.

So basically - I wasn't able to provide the support I imagined Walkabout should have, and open-sourcing it is a way to increase that support, either thanks to other contributors, or thanks to Steering Committee effort going into it.

Where can I download it again?

Right here, buddy.

Thanks!

You're welcome. :)

What's this jam you mentioned?

Oh, right! Next month heralds the return of the fantastic 7DFPS game jam (that's 7-day FPS, inspired by 7-day RogueLike, 7DRL). I'm excited to get involved and fly the Torque flag, as it's an engine known for making FPSs, so we should be all over this! My last jam experience was great, so I'm keen to get involved again and make something! Hopefully this effort will be more polished than NessieSim14 turned out.

If you've never participated in a jam before, I highly recommend it! It's a great chance to have fun making a small, focused game, and it really teaches you how to work to a deadline and focus on the core fun part of your game. There's always one happening if you look, so get out there and have fun.

The end.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
10/12/2014 (2:37 am)
You're too kind for this world Danny!
Many thanks mate! It's appreciated!

And good luck with the game jam! :-D
#2
10/12/2014 (7:15 am)
Thanks, really appreaciate this
+1
#3
10/12/2014 (8:41 am)
I bought it then and I'm happy it's open source now - just like Torque 3D.

I understand where people feel out of sorts over this sort of thing, but at the same time I don't. You did good, Danny. Thanks!
#4
10/12/2014 (8:54 am)
With this decision, imo it should go ahead and be merged with Torque. There's not a reason in the world this shouldn't be a stock feature, it's one excellent piece of Torque equipment.
#5
10/12/2014 (9:08 am)
Daniel it is a feat of generosity, great work and can be very useful for all, a very valuable gift, thank you very much for it! if I am be able to correctly put it, maybe I can even use my current project, it would be beauty if I be able to cope with it!
#6
10/12/2014 (9:26 am)
Thank you very much Dan :D
#7
10/12/2014 (9:41 am)
Quote:I bought it then and I'm happy it's open source now -

I understand where people feel out of sorts over this sort of thing, but at the same time I don't. You did good, Danny. Thanks!

My sentiments exactly. It was useful for me at the time, and still will continue to be regardless. Thanks a lot, it's good to see all of this community action as of late!
#8
10/13/2014 (7:21 am)
Glad you MITed this Mr Buckmaster ... now get it rolled into the full template for next Torque release! :P
#9
10/13/2014 (9:24 am)
Wow, thanks Daniel! What a guy...
#10
10/13/2014 (10:47 am)
Woot! Nice to see you guys are keeping this alive. Thumbs up Daniel!
#11
10/13/2014 (4:17 pm)
I don't totally understand the ins and outs of walk about, but generosities like this make me realize that there are those still fighting to keep T3D alive. Thank you!
#12
10/15/2014 (1:50 am)
You are the best :)

Thx for your open source contribution, we need to implement on T3D.

Any news from the game jam, how it's working?
#13
10/17/2014 (6:47 pm)
very cool ! thanks very much! usefull for RTS game !
#14
11/07/2014 (12:59 am)
I'm really slow and totally missed this blog.

Great work dan, this is a great contribution!

Just out of curiosity, how where WLE able to open source your code? Did your old commercial license allow it?
#15
11/07/2014 (3:40 am)
Nope, I gave them special permission given I was planning to do this anyway. The timing was a bit awkward!
#16
11/07/2014 (4:12 am)
Aah ok. Thanks again Dan :)
#18
01/02/2015 (3:48 am)
Great stuff dan :)
#19
01/16/2015 (9:39 pm)
IS It Like Mango Jam, pineapple Jam, Strawberry Jam ,... !