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Aeros

WFG Retired
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Posts posted by Aeros

  1. Wildfire Games exists so we can learn how to develop games, the majority of what we do we've learned from the team, or for the purpose of being with the team. For any member to join there is a little bit of skill needed (enough to establish that they can use their software to develop for their skill) and then the majority of what we look for is people who will learn and thrive in our environment and have a passion for what they want to do.

  2. As most things like this that you've always wondered about, its neat, but not as cool as you'd think, and after seeing it done half a dozen times you don't care anymore :(

    I do however like nifty little delves into realism like this and if its plausible would consider them for the campaign, I think its great to be able to have units mount and dismount and aside from an animation it doesn't take much more work than that.

  3. I think we should probably come up with some sort of thread or section on the site explaining how far along we are and how much is yet to do - this question gets asked about once a week and we answer it the same every time.

    .Im not even expecting to hear that every one in there are working 24/7 to make this game come sooner ready

    Indeed, us alleged developers are just everyday people who have work, and education, family and friends and romantic relationships to keep up amongst other interests and projects - I for one juggle this game between an electronic music act., and working fulltime (sometimes double time) doing inhouse quality assurance for relic entertainment and THQ.

    It would be nice if we could support ourselves and do this full time 8 hours a day at our own dev studio, but alas things are more complicated than they sound :( Maybe in the future, we have our dreams :P

  4. Those aren't used / aren't our horses so far as I know (the high poly cinematic ones). They may have been used years and years ago for the intent of creating sprite artwork for the 0 A.D. mod or the 2d/3d version of the game (which was abandoned when we decided it would be full 3d). This however is ancient history from when the team was just getting together and the project barely started.

  5. Bump! :(

    Anyone who adds a new shield will recieve a personal message from me with some interesting details on WFG and Modder relations, which could potentially lead to a chance to participate in a special program to assist 0 A.D. in being more mod friendly.

  6. Let truth be known, all of you forumers are supporting and helping 0AD grow simply by hanging out with us developers and making it fun to interact, not to mention many a great idea has been shared here. What makes us confident is the majority of the ideas we hear we have already though about and discussed in great detail, and furthermore that shows our community is running on the same frequency of thought about RTS games as us.

    We have had some longterm and slowly developing plans on how to improve our structure and our significance as an online developer, and well, in short I won't reveal too many details right now but we are planning a unique move to create an open (or atleast, more open) development community as a means to educate, give people opportunity they have always wanted, and in the longterm increase the quality of the game and increase the availible manpower WFG has.

    We always like to take a very prompt tone with the public (partly because we all speak independantly yet representively of WFG - anything we choose to say is on our own behalf but all of us staff know to keep a proffesional and unanimous tone with the public), but atleast in the sense of the community here the bonds are much closer, down to even chatting with some of you regularly on MSN. We're very appreciative of the small stake out we have going on here with our community and I really am thinking there are no cons to being more open with you guys and letting you know how we work, what our current issues and setbacks are (they are always there when something so complex as this is being done). We basically are in need of manpower, and this is a vital ingredient for the successful concoction of 0 A.D. to be completed - even to reach our goal of alpha - and that brings us back to this poll, I'm curious of the stance of our forum community. If I may step ahead a great couple of steps, yes involvement and the assistance of developing 0 A.D. will mean getting to see and "play" the game, for the rather severe tradeoff of seeing firsthand there is much work to do before being able to play and the game you imagine playing (and we imagine playing) when seeing our screenshots needs a big helping hand before it becomes that smooth crystaline package of RTS gameplay. :)

  7. @Fred

    If you can find a way of giving us $250,000+ to license a physics engine we would love to impliment it into the game.

    Otherwise, if we were to go ahead and code our own physics engine, look forward to 0 A.D. hitting the net in 2015 :)

    Unfortunately things get very complex if we want to have cutting edge features like this.

  8. For those unfamiliar, we have a section of the site where (when we have time) we write about some of the inside processes we undergo in the development of 0ad.

    http://wildfiregames.com/0ad/page.php?p=1406

    I was wondering, is there anything in particular you want to hear about? Such as how do we do this, how do we do that, what did it take to make this, what does this person do and why, etc etc etc, it can be about anything relating to the ongoing development of the game.

    So let us know what you'd like to hear about since we are a little overdo for a new article. :) I'm sure as well that when we are done with the bulk of production many of our staff will start writing about their experience as a re collective on the production of 0AD.

  9. Let me make clear the borders are not dynamic moving borders like you imagine the ones from rise of nations. Each settlement (and don't imagine AoM settlements either) is the focal point of a chunk of land that can be captured based on who is dominant in occupying it. In screenshots your eyes tend to jump to it more, here is depicted for dramatic implication, but in the game you see them more as an informational peice, they aren't at all intrusive

  10. We always need enthusiastic and active people, if you're someone who wants to spend an hour or two every day until 0 A.D. is released then we'd love to have you.

    As for voice acting, I'm not sure the state of the sound department right now, we could in theory start recording these things now but it all depends - if there is no immediate work and you're interesting in docing, specing, and planning then you can take it on yourself to spec the voice acting for the game, figure out which dialects to use for what, figure out what needs voice acting in the first place, and things of that nature. If you're hoping to do voice acting for a campaign that won't take place until much longer like around beta (currently we are working towards a serries of pre-alpha builds to be concluded by a playable internal alpha)

    That being said, fill out an application if you want to help with something and we'll get back to you soon :) We value regular involvement and commitment beyond immediate technical skills.

  11. ABout the scale in the ships - under our game design specs we'd like to keep the ships a manageable size, but as we all can tell the scaleing with units ontop is still abit rediculous. We've had ideas to scale down untis when they apear on deck, or we could just make the ships bigger - but all this needs to be tested out in gameplay to get a feel for how these visuals and scales will work. Right now my gut feeling is that we'll scale the ships up to look more impressive instead of the floaters that hold 4-6 units that we have now. But don't take my word on it its just my own personal opinion. These details we'll fine-tune for gameplay much later though.

  12. It would have been worthwhile to mention somewhere, this screen dates from some of the very first compilations of the same engine we currently use and are developing. Its from sometime in late 2003 I believe.

  13. I'm most interested in using blood to show wear and tear or damage on units, sort of as a visual tool to let you gauge which unit is hurt without having to click them or cover the screen in HP bars. Otherwise I personally am not too interested interms of using particle systems and the likes for bloodsprays and bloodbaths, yet I can also say we aren't afraid of showing injuries that units sustain in battle.

  14. Technically any job is open, check the site in a month or so we're going to be putting up some new details on how people can contribute to 0 A.D. as well as more specific roles we are seeking to add, the job openings page is quite old we're gonna have to renovate it, something I've wanted to do for a while now

  15. For me it was back in 2001 on WFG's home community at the Age of Kings Heaven's modding forum When Wildfire Games, then called Wildfire Studios anounced a successor to the Rome at War total conversion mod. I then joined the team in 2003 when I decided that I too wanted to help make this thing a reality.

    To read about the evolution of the 0 A.D. project and how it evolved from 2D mod to 3D made from scratch game, check out one of our developer articles: Journey into the Third Dimension

  16. Perfect timing, this topic is something we are about to do a thorough sweep. Yes we very much need promotion to establish a community, and more importantly, to make interested parties aware of what we are doing in the hopes that they can come help in the development of the game. Its not an easy task and 0 A.D. will only be completed so long as there are people willing to develop it.

    If you guys have any ideas on what things could help promote 0 A.D. or what communities would be interested in this game, post here :) Lets start some discussion!

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