[HN Gopher] Open-Source Engine for Heroes of Might and Magic 3
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       Open-Source Engine for Heroes of Might and Magic 3
        
       Author : WoodenKatana
       Score  : 117 points
       Date   : 2020-01-04 11:59 UTC (11 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | peshooo wrote:
       | Nice. There is a open source engine for the original X-Com games
       | - OpenXcom. I recently started playing a total conversion mod for
       | it called X-Piratez. Its a total blast.
        
       | haunter wrote:
       | Open Source Game Clones
       | 
       | https://osgameclones.com/
        
       | qwerty456127 wrote:
       | I wish there also was an open-source engine for WarCraft 2, with
       | modern AI, big screen resolutions support but without the
       | drawbacks of modern RTS games like GPU power requirements (making
       | it hard to play them on commodity hardware) and excessive
       | graphics complexity (making map and tile design hard).
        
         | giancarlostoro wrote:
         | http://wargus.github.io/
         | 
         | I never played WC2 but found this here:
         | https://osgameclones.com/
         | 
         | Link to osgameclones shared by someone else on here. It's also
         | shown up on HN a couple of times.
        
         | CoolGuySteve wrote:
         | I want the same thing for the opposite reason.
         | 
         | I want someone to make an RTS with sprites instead of 3D models
         | and shader-based flow simulation for path finding so I can have
         | battles with billions of units.
         | 
         | Sort of like how Total Annihilation could scale but updated for
         | modern computer architectures.
        
           | TeMPOraL wrote:
           | And I want sprites instead of 3D models for yet different
           | reason - it's somehow in practice very hard to make serious
           | game with 3D graphics. As far as I can tell, no RTS like that
           | was ever made. 3D graphics - especially with tight polygon
           | budget - ends up being cheesy.
           | 
           | Take StarCraft vs. StarCraft 2. The transition from drawn
           | sprites to 3D models made the game lose its entire mood.
        
           | keldaris wrote:
           | > shader-based flow simulation for path finding
           | 
           | Are you aware of any real world examples that implement this?
           | I've seen a few research papers over the years, but nothing
           | beyond a rough proof of concept. As a fellow TA fan
           | disappointed by SupCom and every other RTS since, this sounds
           | tempting.
        
             | bsder wrote:
             | As a Total Annihilation fan, what displeased you about
             | Supreme Commander?
             | 
             | I adored TA, but I"m _REALLY_ struggling to come up with
             | anything better than Supreme Commander.
             | 
             | TA's ships moved like molassess. TA's planes had enormous
             | turning radii. TA's big units were effectively useless
             | because they took far too much resource to build.
        
               | keldaris wrote:
               | Three things displeased me. First, one of the (many) ways
               | in which TA was revolutionary for its time was that it
               | largely emphasized thinking over rapid micromanagement
               | and SC was a regression in this regard, an unnecessary
               | concession to the RTS scene of the day. Second, how
               | technically underwhelming it was in terms of pushing the
               | envelope in scale, unit counts etc. compared to the
               | gigantic leap in available performance between 1997 and
               | 2007. Third, the unsolvable technical limitation that any
               | game against the AI (including custom AIs) would
               | eventually crawl to an unplayable lagfest - this is still
               | true even on today's hardware.
        
             | CoolGuySteve wrote:
             | I am not but it seems like an intuitive solution to the
             | problem where the path is blocked by other units so one of
             | stragglers routes alllllllllll the way around the map and
             | straight through the enemy base.
        
       | bsaul wrote:
       | the recent revival of hmm on ios by a major editor ( can't
       | remember the name) was such a disappointment... They completely
       | changed the gameplay to adapt it to the current trend of buying
       | things on the store to progress faster...
       | 
       | There's such a big opportunity for a simple port of hmm on mobile
       | with regular gameplay and maybe a small refresh of the graphics !
        
         | Itaxpica wrote:
         | A simple port of Heroes 3 is currently available on iOS (though
         | only iPad, not iPhone)
        
         | StavrosK wrote:
         | Was that really HoMM? IIRC that's a HoMM-lookalike that's
         | basically Farmville.
         | 
         | Sidenote, I absolutely detest the modern trend of games that
         | push you to buy things every five minutes or watch an ad every
         | half.
        
           | MikusR wrote:
           | There was https://archive.is/20150311153857/https://mmh7.ubi.
           | com/en/bl...
        
             | StavrosK wrote:
             | That URL won't load for me, is it just me?
        
           | foobarian wrote:
           | I gave my 6yro an old WiFi-only iPhone to futz around with
           | and download a few games. She ended up with a bunch of
           | shovelware that shows ads after every level, and the "levels"
           | are trivial things built on top of some kind of physics
           | engine. It is sad beyond belief.
           | 
           | Now I am despairing because I want to find a good mobile
           | game, something that you can buy and play that feels like a
           | FF6 or a Ultima or Super Mario type thing without annoying
           | in-game purchases or wait-to-play mechanics. But it's slim
           | pickings... it seems the industry has evolved to be
           | codependent on those things and now that's what most of the
           | content is like. :(
        
             | Itaxpica wrote:
             | Apple Arcade is a pretty good fix for this; for a basic
             | monthly fee you get access to over a hundred games with no
             | ads or in-app purchases
        
             | konfusinomicon wrote:
             | Grab launchbox or some other emulator for Android and look
             | into some of the ff6 ROM hacks out there..some of them are
             | vastly different games yet maintain the feel of the
             | original game and are a lot of fun. The nostalgia brings
             | back a flood of childhood memories
        
             | robrtsql wrote:
             | This seems like a good opportunity to point out that FF6 is
             | available for iOS for $7:
             | 
             | https://apps.apple.com/us/app/final-fantasy-vi/id719401490
             | 
             | The App Store/Play Store has quite a few games without in-
             | app purchases or ads (which you have to buy up-front, of
             | course, but that's only fair), but all the ones that I can
             | think of are ports or remakes of classic games that predate
             | smartphones.
        
             | Scene_Cast2 wrote:
             | If you're up for a hack-n-slash dungeon crawler, try
             | Triglav. Their monetization strategy is selling item
             | inventory space and cosmetics.
        
             | StavrosK wrote:
             | I am in exactly the same boat as you. I downloaded Head
             | Ball 2, as 1 used to be a very entertaining game, and in 2
             | I spend 90 seconds in a match and two minutes watching ads,
             | scratching scratchers and opening "free gift packs".
             | 
             | I ended up buying Planescape Torment for those 50 hours of
             | engrossing story with no ads or payments. If you find any
             | other games, please let me know.
             | 
             | I should create a website called "no-bullshit games",
             | actually.
        
               | TeMPOraL wrote:
               | > _I should create a website called "no-bullshit games",
               | actually._
               | 
               | Please do. I actually half-seriously considered doing it
               | myself more than once, but you have a much better track
               | record of finishing side projects :).
        
               | StavrosK wrote:
               | I have started it, it will be at
               | https://nobsgames.stavros.io in a day or two, I estimate.
        
               | yakshaving_jgt wrote:
               | I'm looking forward to seeing nobullshitgames.com!
        
               | StavrosK wrote:
               | It's taken :( Also, I'm trying to challenge the notion
               | that everything needs to have a TLD, so I'm going to
               | deploy it to https://nobsgames.stavros.io.
        
             | hombre_fatal wrote:
             | How hard have you looked? There are full games like Final
             | Fantasy Tactics, Knights of the Old Republic, Chrono
             | Trigger, and more ported to iOS.
             | 
             | Don't be too surprised that free games are shovel-/ad-ware.
        
       | SloopJon wrote:
       | I think I have the Linux version of this game in my attic.
       | 
       | Steam and GOG had big sales through the end of December that had
       | me looking at some old games like this. I thought about getting
       | some Microprose games to spare me the trouble of copying them
       | from 5.25" and 3.5" floppies (if they're even readable anymore),
       | but I figured it was just as well to leave the graphics and
       | gameplay to my rose-colored memory.
       | 
       | It did get me thinking about what it takes to bring classic games
       | to a modern audience. Grim Fandango and Age of Empires have
       | gotten updates, primarily to the assets. The negative reviews
       | tend to focus on old-fashioned gameplay, or bugs that _still_
       | haven 't been fixed after umpteen years.
       | 
       | A project like this reminds me of the ScummVM engines, which
       | basically provide a new platform for old assets. It's harder to
       | get excited about this, because it's just one game.
        
         | danbolt wrote:
         | I think content-esque updates tend to be the the sweet spot on
         | resources/ROI for games such as Age of Empires II expansions.
         | 
         | I can imagine codebases for older games are likely written in
         | an older dialect of C++ (and probably in a very C style at the
         | time, to boot) and likely haven't had any ongoing maintenance
         | or technical debt addressed. Most of the income from the
         | product came from one win32 binary (plus perhaps an update)
         | that shipped on CD years ago. The engineering/QA cost of
         | writing or maintaining new features is going to be high, so I
         | can imagine a publisher is going to look at the returns of an
         | expansion to an old game and see that a conservative release is
         | the most economic bet to make.
        
         | uxp100 wrote:
         | Just to be clear, this post kinda implied to me that HoMM 3
         | doesn't run on modern machines. It does, and there is a patch
         | that provides higher resolutions and some other features.
         | 
         | This is still cool though, but it's not required to play the
         | game on a modern PC.
        
       | glouwbug wrote:
       | I highly admire projects like this. Something even as simple as a
       | core engine rewrite is a spiritual undertaking. I do not recall
       | if Heroes 3 was multiplayer or not, but making the game
       | multiplayer over TCP required the engine to limit itself to the
       | use of integers since a single floating point would butterfly
       | effect its way into destabilizing the lockstep system used in
       | peer to peer networking. AMD / INTEL / POWERPC systems of the day
       | (and even today) have millions of flags to configure the FPU at
       | compile time.
       | 
       | As a shameless plug, and if anyone's interested, I'm doing
       | something similar with Age of Empires 2:
       | https://github.com/glouw/openempires
        
         | Itaxpica wrote:
         | Heroes 3 did have multiplayer via LAN, and IIRC it had online
         | multiplayer as well. It worked pretty well for the time; the
         | fact that the game is turn-based probably helped in that
         | regard.
        
           | kzrdude wrote:
           | And it has hotseat - players taking turn at one computer,
           | that was the mode me and friends always played.
        
             | gspr wrote:
             | I think the number one after-school activity for me and my
             | friends was at some point HOMM 3 (and 2).
        
         | kilburn wrote:
         | The game does have multiplayer capabilities even over the
         | Internet.
         | 
         | What's more, it still has some active players, among which I
         | would highlight MeKick (TheKnownWorld) that regularly streams
         | on twitch [1]. Anyway, the challenges he does vs computers
         | (where he heavily handicaps himself in different ways) are more
         | entertaining to me [2].
         | 
         | [1] https://www.twitch.tv/theknownworld/videos
         | 
         | [2] https://www.youtube.com/user/TheKnownWorld/featured
        
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       (page generated 2020-01-04 23:00 UTC)