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0 A.D. Weekly Report #3

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0 A.D. Weekly Report #3 (week 32)

Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development report.

If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might be an interesting read.

If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community!

Team news!

Last Saturday 6 team members (Enrique, Pureon, Feneur, fcxSanya, bstempi and Mythos_Ruler) participated in a staff multiplayer match. There is no better way to balance the game and to settle small disputes! In the near future we'll start with matches between departments, if the fear for the art department team can be overcome.

Art & Programming

Deiz kept the pace high this week. The icons of technologies being researched are now displayed in the upper right corner of the screen (check out the screenshot below) and player names are now displayed in the summary screen. Add to this at least 10 bug fixes and improvements...

techui.jpg

Enrique has finished the Hellenic dock and a scaffold object, which will probably be used as construction scaffolding (WIP). Now he is giving the Hellenic theatron a new lick-a-paint.

Fexor has been working on improving the wall system.

Gen.Kenobi committed a whole batch of new rocks.

Myconid's graphical improvements are in an advanced state, and are being tested thoroughly. Thanks also to community members like zoot, who provide detailed feedback on myconid's work. A new graphical feature that we haven't mentioned yet are windy trees. We will post an image/video of that soon!

Mythos_Ruler has been updating some maps and doing some balance work.

Pureon has been working on the technology tree and its icons. Unique technologies will be added later, many generic (common for most factions) technologies are already ingame. He has also been working on banners and other artwork for the new website, which is coming along nicely.

Spahbod implemented some basic cheats this week. He is also working on colour selection in the game setup screen.

stwf has been working on the new Sound Manager. Historic_bruno, wraitii and dvangennip have been testing the latest version extensively, as it is very high on our priority list (and on your wishlist, if you are using a Mac OS!).

Wraitii has also been working on merging his AI bot Marilyn with Qbot, the bot developed by quantumstate. This new bot, Qbot Experimental (Qbot XP) will provide more of a challenge. In addition he changed the minimap to display shallow water.

Check back next monday for more development news!

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I hear great things coming to the Mac in the near future :P

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This is amazing! You work like a real game studio, not like an open source team!

Way to go!

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The home page wasn't designed for that size of image.

We'll get a new homepage quite soon ;)

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We'll get a new homepage quite soon ;)

I think it breaks some formatting, could you make it a bit smaller?

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I removed it momentarily. I'll check how to make it smaller.

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This weekly report is indeed a great idea to keep the energy high, I feel.

You can be proud of all these new steps done each week...

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I like Wraitii Project, the bots are abandon lately, nobody update that, even qbot, jubot are already dead.

Gen Kenobi has a great work with Fortress, Enrique (hizo un bonito puerto) he make a beauty dock.

you dont forget new Music, the music this game are improved every day.

I like new textures, especially grass.

______________________________________

Congratulation ALL team.

We don't mention everything in the weekly report :)

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you know how going /doing with the Pathfinder? i hear the team are working with that.

Currently there is no progress on it as Philip who was working on it (and more specifically spent time on it while he was looking for a real world job) is busy with getting settled in at his new job. Hopefully he will have time to finish the work on it once things settle down for him, but that might be a while yet.

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There is a patch that should improve pathifnding (#930). It is only an optimization of the current non ideal approach, that is planned to be replaced, but maybe it could be useful to speed up the game a little in the meantime.

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This is indeed a great idea, the weekly news, let us know that work is going. Btw, this is my first time seeing a products alpha in two digits, ha ha. Nonetheless, the game is going to be awesome :)

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Btw, this is my first time seeing a products alpha in two digits, ha ha.

You probably got used to more local release cycles, when each minor version has the full nomenclature, like:


0.1 alpha 1
0.1 alpha 2
<...>
0.1 beta 1
<...>
0.1 rc 1
<...>
0.1
0.2 alpha 1
<...>

When we have the global release cycle with 1.0 goal (finished full featured version):


Alpha 1
Alpha 2
<...>
Beta 1
<...>
RC1
<...>
1.0

Edit: hopefully I did not misunderstand what you meant and you meant two digits in alpha version numbers, e.g. Alpha 11.

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Edit: hopefully I did not misunderstand what you meant and you meant two digits in alpha version numbers, e.g. Alpha 11.

yeah, you understand it right. actually, 0.1 , 0.2 this type of versioning give more stable feeling, though its nothing serious :)

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