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Warzone 2100 is an open-source real-time strategy and real-time tactics hybrid computer game, originally developed by Pumpkin Studios and published by Eidos Interactive.It was originally released in 1999 for Microsoft Windows and PlayStation, and is now also available for macOS, FreeBSD, AmigaOS 4 [5], AROS, MorphOS, Linux, NetBSD [6] and OpenBSD.
Download as PDF; Printable version; In other projects ... Warzone 2100: Pumpkin: Sci-fi, Post-apocalypse ... Remaster of Stronghold with new enhancements, content ...
On November 9, 2011, the developer Michael "Kayin" O'Reilly released the source code of the game under an own software license (forbidding new content) [83] [84] so that the game's community would be able to create fixes and patches. [85] Jump 'n Bump: 1998 1999 Deathmatch, platformer: Emailware [86] Emailware: 2D
Pivotal Games was founded in March 2000, by fifteen employees formerly of Pumpkin Studios (the developer of Warzone 2100), led by Jim Bambra, Nick Cook and Alex McLean. [1] Pumpkin Studios, founded by Bambra and Cook in August 1996, had previously been closed down by its parent company, Eidos Interactive, that same month. [1]
Warzone 2100, a hybrid real-time strategy/tactics game; Warzone, a table-top miniatures game; WWF War Zone, a 1998 video game, based on the TV show of the same name; Warzone (Warzone.com), a 2008 video game that is styled like the board game Risk
Warzone 2100: 1999 Pumpkin Studios: Eidos Interactive: Wasteland: 2020 InXile Entertainment, Krome Studios: InXile Entertainment: Wasteland 2: 2014 InXile Entertainment: Deep Silver: Wasteland 3: 2020 InXile Entertainment: Deep Silver: Wasteland Angel: 2011 Octane Games Meridian4 Watch Dogs: 2014 Ubisoft Montreal: Ubisoft: Watch Dogs 2: 2016 ...
Homeworld, Warzone 2100 and Machines (all released in 1999) advanced the use of fully 3D environments in real-time strategy titles. In the case of Homeworld , the game is set in space, offering a uniquely exploitable 3D environment in which all units can move vertically in addition to the horizontal plane.
Warzone 2100. In a 2004 article, Adam Geitgey questioned the compatibility of the open-source culture with respect to the game development process. He suggested that perceived open-source development advantages do not work for games because users move on to new games relatively quickly and so do not give back to the project. Geitgey further ...
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