Beat Back the Horde is a rhythm-time strategy game for Android 2.2 and up, focusing on fast-paced placing of units while tapping to the beat! Build up combos to spawn Über Units! It is playable in single-player mode, or in multi-player mode over Bluetooth, and can be learned in a minute and played for hours. It includes many achievements to unlock, five songs to master, adjustable difficulty single-player AI, and particle effects.
The Cafu Engine is an all-purpose, modern 3D graphics engine and game development kit. It is feature complete to get you started quickly. It can be used to create a variety of 3D applications, including games, simulations, and training and architectural software. Written in C++, the tools, libraries, and framework have been designed to make the development of new games and other 3D applications easy. They are actively and continuously developed in order to provide the latest technology.
Deliantra is an advancement of the crossfire multi-user RPG game. Unlike the original project, it focuses mainly on stability and playability, but also adds modern technology such as map scripting, Perl server extensions, asynchronous I/O, higher resolution graphics, and better client support.
Ditchers is a multiplayer action game where underground tanks use a variety of weapons to find and destroy each other. Tanks dig tunnels in the soil with a limited supply of energy that can be refilled only in homes (as well as health). the GUI is controlled mainly by mouse, while gameplay is controlled only by keyboard. It is not difficult to create your own maps or to draw your own tank. The game supports split-screen, network games, and artificial players whose intelligence is programmable in the Lua scripting language. The game is inspired by Tunneler.
EPIC is a multiplayer strategy roleplaying game in which you are pitted against or work with real people in various fantasy settings called modules. It starts with Conan and Malazan modules. Third parties can create new modules. The system supports adventures, armies, characters, assassins, guilds/buildings, very rich magic (over 400 spells) and over 2,000 items, in a realistic fantasy world . The game focuses on minimum game time but the maximum amount of time thinking about the game and your cunning plans with your allies. There's no farming or repetition. The game format encourages the creation of epic fantasy tales. Part of a player's turn is in real time, but movement and military orders are done as submitted orders which are processed as your turn.
Galcon Fusion is a high-paced, multi-player, galactic, arcade-strategy game in which you send swarms of ships to defeat enemy planets and conquer the universe. It features beautiful HD graphics, a full-length interactive soundtrack, achievements and detailed rankings, a variety of games including Stealth and Assassin, a retro mode, and colorblind support for up to 4 players. It supports multi-player, team games, and solo missions.
JXFire is a Multi-User Dungeon game written in Java. It is using the Sun Gaming Server (aka "Project Darkstar") framework. JXFire aims at testing various game mechanisms rarely used, like uncertainty in gaming data perception, self-organizing ecological systems, or non-instantaneous information propagation.
PodSixNet is a lightweight network layer designed to make it easy to write multiplayer games in Python. It uses Python's built in asyncore library and rencode.py (included) to asynchronously serialize network events and arbitrary data structures, and delivers them to your high level classes through simple callback methods. Each class within your game client that wants to receive network events subclasses the ConnectionListener class and then implements Network_* methods to catch specific user-defined events from the server. You don't have to wait for buffers to fill, check sockets for waiting data, etc. Just do connection.Pump() once per game loop and the library will handle everything else for you, passing off events to all classes that are listening. Sending data back to the server is just as easy by using connection.Send(mydata). Likewise on the server side, events are propagated to Network_* method callbacks and data is sent back to clients with the client.Send(mydata) method.