Two days ago, the USA version of The Chronicles of Spellborn, published by Acclaim went F2P. Today they made this step official. You can go to their website, register a free account and download the about 3GB, install and start playing. I recommend it, as TCOS features a new, active and live fighting system (which I like very much). It also has a very believable world, which does not follow any large license but cooks its own soup. Something I like, as it also encourages you to explore. Now, you can make up your mind yourself as it is free! For those that already played TCOS at the beginning, please note: It has changed nearly completely in my opinion! It is far more user friendly, the interface got better, the guidance, the environment more lively…
It was announced some weeks ago that the European Servers shutdown and The Chronicles of Spellborn will nevertheless continue as a F2P, beginning from next year. This is fantastic, as so many good but not great MMOs (like Tabula Rasa) just get lost in the Windows Trashcan because of shutdowns. The European servers have been shutdown already, but now Acclaim announced that the US Version is F2P from today on but will not feature any updates or patches until the official relaunch. In my opinion it is worth it. And as it is free now it has enough content to keep you playing for a while. And let’s see… maybe you like it!
The Chronicles of Spellborn
The Chronicles of Spellborn was a bold try to do something completely out of line from UO, Everquest or World of Warcraft. The studio from Netherlands licensed the Unreal 2.5 engine and created their own story, their own environment, their own world! Main focus was put on the fighting system, which features a complex looking but very special and good kind of active and live fighting, with skill-based tiers. Moving, jumping, attacking from behind gets more interactive and it encourages to test your skill-tiers, similar to Guild Wars, because of the alignment and limitations in the slots.
Unfortunately TCOS could not fully keep up to the (and my) expectations. It was polished but too little content was available. Some people also argued that the quest descriptions were missing concrete directions. I liked that, as it was no following arrows and points but really reading the quests, the logs, the text. As the quest and discussion system also features some kind of answer selection, sometimes you can change your stand and the mood of NPCs to you. Something I also like.
So, just head over to the official website and download the game. It is worth at least a quick look and maybe the community will bring Spellborn back to live, somehow like Ryzom.
Finally! This is again a short but important post. The first 10 NeHe Android ports have been completed. You can find these over at the project page.
This is an important Milestone of the porting, because now you can get a complete overview of the most important things you need to build your own application. I will continue with the porting. Also, I am currently looking at some other tutorials I have learned OpenGL with besides NeHe, and I will try to find time to port these too, as they focus around other specifics (e.g. Models, Animation, Camera, etc.).
So, stay tuned for more and head over to the current ports.
Just a short notice: I added two additional NeHe Android Ports. One is Lesson 09, showing some more blending and working with many star objects. Therefore, continuing the tutorials. The other is Lesson 16. This I added as it only requires minor changes to the tutorials 07 and/or 08. This was a quick port but maybe represents a nice “Cool Looking Fog” ^^.
So, just head over to the page and have a look. Again, more to come…
As some may have noticed, I am experimenting with Android, especially with its OpenGL functionality. As I am not inexperienced with OpenGL and Java through my “playing around” with JOGL, I thought I may get a quick access to Android and OpenGL. Cannot be that hard… it is not exactly hard, but it is different. Android supports OpenGL ES as part of its system, framework and SDK. OpenGL ES is not OpenGL, and principles as well as things you do with OpenGL to quickly achieve results cannot be done with OpenGL ES the same way.
There are actually some minor OpenGL ES tutorials out there and some very basic Android OpenGL tutorials, but none of them show a wide range of functionality. As I am personally a big fan of probably the best OpenGL tutorials in the net, NeHe, I wanted to stick with these and try to adapt these onto Android. This is not exactly the most difficult task but you have to think around the corner at once. The NeHe tutorials are more OpenGL functionality test beds, to show of what could be done and could be combined. The style is straight forwards and very easy to understand but does not work without some rework with Android.
Therefore, I started porting the NeHe tutorials to Android. First, just for myself, to get used to Android and OpenGL, but I think they may be helpful to others, too. That is why I started a project page for this, currently coping the first eight tutorials of NeHe ported to Android with a little explanation what has been changed regarding the platform requirements. I will continue to expand the tutorials and port all others that can be done on Android. I hope anybody looking for help in that area can be helped with the ports.
If any questions should occur, problems, comments, good or bad, just comment to the NeHe Android Ports page and I will get to it. In the meantime I will continue experimenting and porting the rest of the NeHe tutorials. I try to keep this up-to-date on a regularly basis but I cannot promise anything.