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Jeru

Web Development Team
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Everything posted by Jeru

  1. Check out some of the new Celtic buildings, to be included in Alpha II, and their functions: 1. Broch (Brythonic fortress-class building): Train Brythonic heroes and super unit. 2. Marchanty (Celtic market-class building): Train traders, barter resources; research economic improvements. 3. Celtic Barracks: Train citizen-soldiers; research military improvements. 4,5. Outposts (Scout Tower-class buildings): Scout the lay of the land; garrison units inside for an attack and vision bonus. 6. Tavern (scenario object): +10 population, train female citizens and traders. 7. Celtic Corral: For herding domesticated animals. 8. Kennel (Special Building): Train Celtic war dogs. 9. Farmstead: Gather food within its aura; research food gathering improvements. 10. Mill: Mine and Lumber within its aura. 11. Hermit's Hut (scenario object): +5 population. These are just some of the goodies included in the next alpha, along with victory conditions, formations, a revamped in-game GUI and more!
  2. Good catch. Thank you. Fixed.
  3. That's okay. So how did you find 0 A.D.?
  4. Which link needs to be updated? The current link is http://twitter.com/play0ad
  5. Hi gkarpouzas! Welcome. How did you hear about 0 A.D.? (And what's AOF?)
  6. Please welcome our new OS Dev Manager, Andrew Spiering, also known as wacko! Andrew has not only developed mods but also has several years of game industry experience as a software engineer. He will increase the open source community's involvement in developing 0 A.D. and help us organize the development process. He'll break apart tasks, make sure they are updated continuously, see that no one person has to juggle too many of them and generally help us get this game done sooner, which is a good thing. Still interested in contributing to 0 A.D.? We'd like to take this opportunity to remind you that we are still looking to fill quite a few positions, first and foremost in the programming department: Programming Positions Computer Graphics Specialists: Work with OpenGL to develop decals, reflection/wave water effects, environment lighting and dynamic shadows, vertex animation, terrain blending, Fog of War / Shroud of Darkness, skyboxes, vertex/pixel shader material framework, or a particle weather system. AI Programmers: Teach a computer how to play a strategy game: gathering resources, laying out a city, building an army and more. Write an extensible framework for people to write their own AI scripts. Gameplay Programmers: Implement the mechanics behind trade, garrisoning, and construction of structures, creating various unit formations, or writing random map scripts. Aspiring 0 A.D. programmers do not have to submit any applications. Just get started and start contributing code. Other Positions Sound Effects Specialists: Create original sounds using creative foley techniques and manipulate them using sound editing, without resorting to any commercial sound libraries. Texture Artists: Create textures for 3D models from a concept or reference image. Experience in a photo editing software such as Photoshop, Paint Shop Pro, or GIMP is desired. Should be able to work with layers, advanced functions and tools, and alpha layers. 3D experience is not required (but helpful). 3D Artists: Create units, animations, props and structures for the game. The designer must have adequate experience in a mainstream 3D application such as 3DS Max or Blender, be able to properly UV map a model with a given texture, and preferably also know a little bit about animating. Animators: Animate humans, animals, chariots, and other common assets in a realistic and fluid manner. Preferred development tool is 3DS MAX 2009 (but Max 8 or 9 is okay too). Experience with exporting meshes, animations, and skeletons is required as is rigging models for animating. Experience with non-skeletal animating and sprite animations is a plus (this will be a future focus). Applicants to non-programming roles are encouraged to fill out an application form. Whether you want to gain experience, get famous or contribute to a noble endeavor -- History is yours for the taking!
  7. Hi Brian, welcome! How did you hear about 0 A.D.?
  8. Jeru

    Hello

    Welcome, Kyriakos! How did you hear about 0 A.D.?
  9. Yes, animals like to lay down in the shade and digest after grazing. Would be nice to put that in the AI.
  10. So great to see a mockup I made a year ago is brought to life in code!
  11. Linked on the 0 A.D. Facebook fanpage for now.
  12. TheSlider, we intend to round them as we continue to develop the game.
  13. Can I use these as promotional screenshots for 0 A.D.?
  14. Ladies and gentlemen, two shots of fog of war, one of a lioness and one of a lion:
  15. On hiatus. Come to think of it, maybe we'll do a new one to reflect the game's current state of development. (And this time we'll make it shorter and to-the-point).
  16. In the spirit of OS development, it can always be improved later
  17. Thank you for the answer and the compliments, they are much appreciated.
  18. Hi historic_bruno, I just wanted to say welcome and ask how you heard about 0 A.D.
  19. Sorry about the lack of updates, folks; We've been hard at work adding features for the next alpha version, from formations to a Savanna biome. We hope this giraffe screenshot compensates for the wait: More screenshots have been uploaded to our ModDB (or IndieDB) profile. Check them out!
  20. We have lists of words that we want the units to say, and they were done by hobbyist linguists who tried to estimate the ancient languages. (I did the Punic work for the Carthaginians) But I am not sure any of them have been recorded. And I'm not sure where this list is on the Trac wiki.
  21. (Could we have a screenie of an orchard?)
  22. Changed the purple and some other things. (I would rather not use proprietary images for 0 A.D. marketing, not even as derivative works that are quite probably within fair use). Thanks, guys.
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