This is going to be awesome, 3D Realms along with KillPixel and 1C Entertainment have revealed WRATH: Aeon of Ruin their new retro-FPS. It's also releasing with Linux support and soon too.
While Steam only lists Windows system requirements, if you hop on over to the official site there's a Linux "tux" icon to show it will support Linux and the press release sent out by 1C Entertainment has also confirmed this. Need more? Okay, how about the fancy trailer which also shows it:
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Powered by "Quake 1 Tech", it's not just a retro-looking FPS since it's powered by some of the same stuff the classics were. Thanks to this, it's also going to be easily moddable for new levels, weapons, characters and so on. They've said the tools used to create WRATH: Aeon of Ruin will be available to all from day-1.
The single-player sounds pretty good with "3 hubs and 15 enormous, interconnected levels crawling with hordes of enemies, lore and ancient secrets" making use of 9 deadly weapons each having multiple modes of firing. It will have multiplayer support too, powered by the QuakeWorld netcode which will include 4 player co-op, LAN and online play as well.
"WRATH’s dark fantasy horror, core gameplay and classic feel, is something we feel is often imitated, but rarely matched. It’s something sorely missing from today’s games," said Frederik Schreiber, Vice President of 3D Realms and Producer on WRATH. "Alongside our team of Quake scene developers who are masters of their craft, and the game visionary, Jeremiah ‘KillPixel’ Fox, the haunting journey they are creating is going to be incredible."
As for the soundtrack, it's being done by Andrew Hulshult who worked on Quake Champions, Rise of the Triad, Dusk and Amid Evil as well as Bjorn Jacobson who worked on CyberPunk 2077, Hitman and EVE Online so you know your ears are going to be in for as much of a treat as your eyes.
You can follow it on Steam. According to the Steam page, it will be available this Summer.
Quoting: SamsaiQuoting: subGreat! :)Quake engine is just GPL, so there are no limitations or licensing fees for commercial use. The only catch is that you need to provide the source code to the modifications you make to the engine under GPL.
Btw, do they have to pay license fees to id/Bethesda?
I know that the Quake engine is oss for a long time.
But how about commercial projects?
Quoting: 3DRealms AnnouncementFans will get their first taste of WRATH in Summer 2019 for PC, Mac and Linux, with Nintendo Switch™, PlayStation®4 and Xbox One following in early 2020.
So we should see all engine code changes for Nintendo Switch and PS4 released, right?
I somehow doubt it.
Quoting: subI somehow doubt it.
There is always the option that they went back to the original authors and got a licence of some sort that doesn't require them to release anything.
Quoting: EhvisQuoting: subI somehow doubt it.
There is always the option that they went back to the original authors and got a licence of some sort that doesn't require them to release anything.
That was my initial question, actually. :)
Quoting: subSo we should see all engine code changes for Nintendo Switch and PS4 released, right?The original Quake/Darkplaces code has no support for PS4 and Switch, so I suppose 3DRealms made it themselves and don't have to release these parts of code, if I understand GPL correctly.
I somehow doubt it.
Quoting: ageresGameplay video: https://www.youtube.com/watch?v=9OLmDh6Fyy8
Quoting: subSo we should see all engine code changes for Nintendo Switch and PS4 released, right?The original Quake/Darkplaces code has no support for PS4 and Switch, so I suppose 3DRealms made it themselves and don't have to release these parts of code, if I understand GPL correctly.
I somehow doubt it.
That would be incorrect, simply put the GPL would require them to release the full source code, including all their changes. But if they got a seperate license from id/ZeniMax AND from the copyright holders of whatever pirt(if any) they use.
Quoting: subThen it must be GLQuake/WinQuake because else (DarkPlaces, Quakespasm etc) they need to "got a licence of some sort" form entire Quake community.Quoting: EhvisQuoting: subI somehow doubt it.
There is always the option that they went back to the original authors and got a licence of some sort that doesn't require them to release anything.
That was my initial question, actually. :)
But i believe they will opensource their modifications.
See more from me