OpenDungeons is an open source, real time strategy game sharing game elements with the Dungeon Keeper series and Evil Genius. Players build an underground dungeon which is inhabited by creatures. Players fight each other for control of the underground by indirectly commanding their creatures, directly casting spells in combat, and luring enemies into sinister traps.
The game is developed by a friendly community of developers and artists, and has now reached a quite playable and enjoyable status after more than 6 years of development.
Future versions will have an in-game tutorial, but for now, you can use the following resources to learn the basic gameplay concepts:
- In-game help screen, toggled with the F1 key
- Video tutorial (version 0.5.0): https://www.youtube.com/watch?v=P4MClQUdb0E
- Wiki page: https://github.com/OpenDungeons/OpenDungeons/wiki/Gameplay
You can play singleplayer levels using the Skirmish menu, or host/join a multiplayer game by using the corresponding menus.
As free software aficionados, we value community-based development and welcome any willing contributor regardless of their skills. Giving us feedback about the gameplay, or reporting bugs on our tracker, is already a very relevant way of contributing to the development of this game, so please get in touch!
You will find us on the following channels:
- Forum: http://forum.freegamedev.net/viewforum.php?f=15
- GitHub: https://github.com/OpenDungeons/OpenDungeons
- IRC: #opendungeons channel on Freenode
If you retrieve the source code of OpenDungeons and want to have a go at building it yourself, have a look at platform-specific build instructions on our wiki: https://github.com/OpenDungeons/OpenDungeons/wiki/Compile
In a few words, to build OpenDungeons, you need the following libraries:
- OGRE SDK (1.9.x)
- Boost (same version that OGRE was linked against)
- CEGUI SDK (0.8.x)
- SFML (2.x)
You will also need a recent CMake version (2.8 or newer) and a compiler that supports C++11 features reasonably well, i.e.:
- Linux: GCC 4.8+
- Windows: MSVS 2013 Express or MinGW 4.8+
On an UNIX system, you can then run:
mkdir build && cd build
cmake ..
make -jX // X is the number of CPU cores that you want to allocate
And run the opendungeons output binary.
If you want to contribute code, you should take a look at our coding guidelines: https://github.com/OpenDungeons/OpenDungeons/wiki/Code-Guidelines
It contains a rather deep introduction on how we name, indent, structure and extend our code. It also has some performance optimisation tips.
Data files
config/ - Several game config files
dist/ - Icons and linux desktop entry file.
gui/ - CEGUI files + corresponding Gui images
levels/ - Game levels
licenses/ - License files used for game data and code
materials/ - Materials (models texturing scripts and textures)
models/ - Model files
music/ - Music files
particles/ - Particle effects scripts
scripts/ - Our AngelScript code files
sounds/ - Game Sounds
AUTHORS - List of past and current contributors
CREDITS - Detailed listing of licenses and credits for our assets
LICENSE.md - General information about the code and assets licenses
README.md - The file you are currently reading
RELEASE-NOTES.md - What's new in OpenDungeons
Code files
cmake/ - Helper files for CMake
|- config/ - Variable input files for the CMake script
|- modules/ - Addon scripts for CMake to find dependencies
dependencies/ - All external projects
|- angelscript/ - AngelScript SDK, our scripting language
sources/ - All our own .cpp and .h files of the game
tools/ - Some developers shell scripts
.gitignore - The files and folders that are ignored by git locally
CMakeLists.txt - CMake script for generating the Makefile and IDE projects