r/opensourcegames

Open source farming game progress

Slowly but surely my game is getting there.

I posted it here a few months ago and on the surface it doesn't look too much different, but under the bonnet a lot of changes and improvements have been made. The goal of this isn't a quick "vibe coded" game, it's a solid, portable codebase that can stand the test of time.

Changes since I last posted:

- Added rock and tree stump entities (I still need to make these drop wood and stone)

- Added the hoe item + tooling to author sets of tiles that fit together based on their neighbours

- Added the ability to "equip" some items such as clothes

- Improved the item authoring process - Items are defined in a data file which can refer to C functions by name and add structured configuration data which common item implementations can read back

- eventually you'll be able to specify lua functions for item implementations

- entities will one day be defined by data files in a similar way

- Improved the atlas creation process - you can define template files for animations using python's jinja templating syntax

Changes to the engine:

- It now supports the choice of SDL or GLFW backends

- Supports either OpenGL or OpenGL ES rendering API

- I'd like to add vulkan to this

- Engine extracted out into its own separate git repo which is consumed as a submodule

Next on my list of things to do is implement an inventory screen, and then basic things such as health and stamina and a day and night cycle, and then NPC's and a dialog box and interaction menu system. These are all "easy" to do, but hard to do right.

For now I'll focus on implementing gameplay features, but in the future I'm looking forward to porting the game to platforms such as mac, games consoles (as a homebrew game) and perhaps android. I've kept this goal in mind, for example the items by default load their implementation functions by name via the linux function "dlsym" or the windows function "GetProcAddress" - but some platforms may not support this kind of operation so I've also added the option to "bake" the item definition files into C code to be compiled into the game directly in order to remove this constraint. It is better to load these functions as names defined in a data file as this allows for a more "data oriented" design conducive to modding but it may not always be possible so I'm careful to try to supply an alternative. All of this being said the game uses more third party dependencies than I'd like and so the codebase is only as portable as it's most portable dependency.

I try to treat the games assets like its source code - human readable files that get compiled into machine readable binary files.

The engine itself still needs some work especially in terms of audio. Rather than spend time and effort implementing GUI editors for the engine I want to use existing GUI tools such as the level editor "Tiled" as much as possible in combination with text files, CLI programs, and flexible templating approaches. The general approach the games takes towards assets is that assets are defined as text files and "normal" formats such as .png files which are then compiled into binaries which the engines C code can easily ingest. For asset tooling I favor python as it's quick to write and works across platforms.

What I'm making at the moment is nothing more than a test area - there will come a point in perhaps (I hope) about 6 months where I'll begin to design and implement the real game, and focus on improving the look and feel of what's been implemented instead of constantly implementing new things. My goal at the moment is two things: 1.) functional gameplay features that are basically bug free and 2.) a game and game engine architecture that's flexible but makes it easy to add new content and tweak the look and feel of the game.

Currently it uses public domain sprites, but when this point is reached I want to start looking at drawing or commissioning someone to draw sprites of my own. I think the public domain assets I'm using look really fantastic and I'm indebted to the people who created them. Ultimately though I want the game to have its own unique look. You can find them all by googling "liberated pixel cup".

Could I reach that point faster by using claude code or similar? almost certainly. Am I going to? No. I don't like AI and patience is everything when you're writing a game from scratch.

u/Jimmy-M-420 — 1 day ago
▲ 177 r/opensourcegames+3 crossposts

I originally built an HTML5 Dragon’s Lair port for personal use… years later it became a full remaster

Hi everyone,

A few years ago I created an HTML5 port of Dragon’s Lair for personal use, originally just so I could play it anywhere. Over the past few months, working in my free time, I’ve gradually expanded it into what is now a full remaster.

This is a completely non-profit fan project, made purely out of passion for the original game.

Main features:

  • Fully enhanced video quality, optimized for smooth playback in modern web browsers
  • Almost every scene now supports Mirror Mode (with “Drink Me” and “Underground Rivers” as exceptions due to in-scene artwork/text that wouldn’t work mirrored)
  • Brand-new custom intro/menu screen with its own original soundtrack
  • “Guided” mode, where Princess Daphne shows the correct moves with custom animations and voice
  • Gameplay has been carefully reworked frame-by-frame: improved inputs, corrected inconsistencies, and a more coherent level order
  • Mirror / original scenes are randomized so each playthrough feels different and unpredictable
  • Fully playable in any modern browser (including mobile), supporting keyboard, touch controls, and gamepad support when connected

The idea was not just to port the game, but to re-imagine it while staying faithful to the original experience.

It’s basically a love letter to one of the greatest arcade classics ever made.

http://dlremaster.web.app

u/DJM75 — 6 days ago

The Most Passionate Open Source Games?

Hello everyone! Recently switched to NixOS, and I would like to try some interesting Open Source Games with Passion in them. What I mean by that is that the games are not your average FPS game or Strategy game, they differentiate themselves with their own creative input into the genre which makes them unique.

reddit.com
u/MadFunEnjoyer — 7 days ago

go, please: a turn-based tactical PvP game played on a hex grid.

Hello everyone! I'm building this online turn-based board game, and it's already playable.

You can try it here:
https://game.gopl.dev/

It's also available on Itch.io:
https://ognev-dev.itch.io/goplease

Repositories:

It's built with Go, Ebitengine, EbitenUI, and WebSocket as a transport.

Everyone is welcome to get involved.

reddit.com
u/ognev-dev — 10 days ago

Text-based Cultivation idle RPG open-source

Hey.

I’m finishing work on a project I’ve been building during the last month.

It was a fun experiment where I tried building a small text-based Idle RPG and tested different ideas, mechanics, and Rails tools.

There is a live version if you want to check it out:

https://www.daogame.online/

The live demo will be available until the end of 2026.

And I’m making the source code fully open:

https://github.com/Kagayakashi/dao

Was a really good learning experience, and now I have a much better understanding of how I would build similar projects in the future.

reddit.com
u/kagayakashi — 8 days ago

I'm building an open-source football manager with its own 2D match engine

Hey everyone! I'm a dev and I've been working on TouchLines — think of it as something between a quick text-based manager and Football Manager. It's free and open source.

It started as a spiritual successor to Brasfoot (a Brazilian football-manager classic that stopped getting updates — the community kept it alive with mods). The idea here is to build a proper open-source replacement from day one — anyone can play it, modify it, and maintain it.

⚽ Custom 2D match engine — every player makes decisions in real time (passing, carrying, dribbling, shooting, tackling, interceptions).
🎯 Tactics that actually change the game — pressing, defensive line, play style.
🌍 Flexible player database — the goal is to keep the data really moddable, so anyone can recreate any year or league.

It's a work-in-progress prototype, so there's still a lot to polish — which is exactly why any feedback helps a ton.

🎮 Play: https://touchlinesim.com
💻 Code (open source): https://github.com/brenosss/touchlines
🎥 There's a demo video right on the landing page.

If you like it, drop a ⭐ on GitHub and let me know what you think. Cheers!

reddit.com
u/Big-Impress-2501 — 10 days ago

Looking for unity open source third person shooter games to learn from

I'm looking for open-source unity third-person shooter games that I can study and learn from. I'm interested in projects with well-structured code, character movement, camera systems, shooting mechanics, AI, or overall game architecture. any recomendations?

reddit.com
u/NoTutor4458 — 11 days ago