With the new year, I decided once again to have a personal website, because I like the freedom that comes with it. The recent release of Drupal helped the decision, so I bought a domain name, got a decent free host, and built a site.
It is located at http://noughmad.eu. There’s not much content there right now, but I’m populating it with my current projects. Soon there will also be news about them there. Of course I’m also going to update my Planet feed, so you won’t miss out on anything.
Since the days of KDE 3, the software compilation has lacked a chess board. So I decided to have little learning experience and written a new one with the KDE 4 libraries. It was initially named KChess, but was renamed to Knights with permission from the original author. It also used the old theme.
Currently, there are quite few. The program supports a hotseat mode of two humans against each other, and playing against a XBoard-capable computer engine, such as GNUChess.
The board is nicely animated using the new Qt animation classes.
It supports changing themes, and the Tux theme is also included.
Plans for future
There are still important features missing. Internet play support comes to mind, as well as clocks. I do not plan to add any game analysis functionality into it, but anyone else is welcome to do it.
How to get it
It is available in a tarbal from Kde-Apps.org, or the latest development version from them Git repository on Gitorious. Anyone interested in development, contact me either by mail on directly on Gitorious.
Share and enjoy!
Apart from its globby graphics, this game has one important aspect done differently. Real-time strategies tend to give more importance to tactics and so-called micromanagement. This can ruin the fun of the game, as a lot of time and attention to detail is needed in order to succede on higher difficulty levels or against human players. Globulation avoids it completely by simply not giving you the possibilty to control your units individually. You can tell how many workers you want at this building, or where should your warriors hold the line, and anything is then done automagically.
Although the no tedious work principle is good, I dislike the lack of diversity in this game. There are anly eight types of buildings and three types of units in the game. There is no possible research apart from building upgrades, which makes long games somewhat less exciting.
The game can be played online either on LAN or on a dedicated internet server. I’m not yet versed enough in it to try multiplayer, so I can’t judge the experience.
There is also a campaign mode, but currently the only available campaign is the (very good) tutorial. Maybe after the final version (it’s now in Beta 4) is released, there will be work on that. The game has a built-in scripting framework for scenarios and campaigns with a lot of customization possible, so I believe there could be some interesting campaigns designed.
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