Projects / Turious

Turious

Turious is a cross-platform turn-based strategy game. It features dynamically generated maps, AIs that can be used with both online multi-player and single player modes, and 6 classes of civilian and military units. It uses the Rosethorn Game Library.

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Last announcement

New Codebase 19 Dec 2012 07:09

With the previous 0.3 codebase suffering from severe feature-creep, Turious has been re-written to bring it back to its roots, and take advantage of the new Rosethorn Game Library. There hasn't been an official release of the game in its current form - yet - but the code is up on gitorious (see the project page) for those who don't mind compiling. The game-play at present is very similar to the 0.2 release, but with new graphics, improved AI's, and a much nicer user interface.

Recent releases

  •  02 Jul 2011 16:32

    Release Notes: A minimap generator was added. Bugs in the makefile were fixed. Fog of war was added. Unit datatypes were redesigned. The units.xml file was added for unit types. A "custom connect" server menu was added. Building was made visible for build positioning. A server name was added to the server list.

    •  18 Jun 2011 18:16

      Release Notes: Several bugs were fixed, including a stack overflow in the client. The gameplay was switched to be purely realtime. More unit types were added, as well as base XP and resource tracking. Changes were made to the map format to reduce network data size. Major work was done on the Win32 code, so the game is now playable on Windows. Several UI updates were made.

      •  06 Jun 2011 11:02

        Release Notes: GLX/Xlib is now used instead of SDL. A master server and server list were added. The UI graphics were updated. The basics of the sound system are in place. A server fix was made to prevent multiple users with the same name.

        •  01 Jun 2011 17:41

          Release Notes: The server received changes to the unit path finder. Bugs that stopped the game from restarting and segfaults on disconnect were fixed. A failure to detect client disconnect that caused high CPU usage was fixed along with a bug in end of game detection and a bug which caused units from the previous game to show. Support for setting a spawn destination was added. Units were changed so the only updated ones are resent to the client, reducing network packets. The client now has a /disconnect command and a UI.

          •  28 May 2011 17:31

            Release Notes: A completely new codebase is used. It supports online multiplayer, dynamically generated maps, units that move, multiple game modes, and allegiances between players.

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