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  1. After an obscenely long period of 31 days without a news update, Wildfire Games is proud to break its silence and announce a new team member from Kansas City, programmer Corin Schedler a.k.a. triumvir. Corin will assist with the entity and gameplay features of 0 A.D. "Corin" is an appropriate name to hold in 0 A.D. for the name is the French version of the Roman name Quirinus, the Sabine name for the God of War, Mars, and directly translated means "spear". That said, a most hearty welcome, Corin, to the Wildfire Games community and the development team! We look forward to working with you! Next, Michael has prepared an awesome game feature showcasing the Charge Ability available to various units within 0 A.D. In particular, the Celts are featured in the showcase as a tribute to their famous headlong charges into combat. Check the Showcase Gallery regularly for new gameplay features. Kudos to Michael on an excellent job! [img center]http://www.wildfiregames.com/~art/showcase/showcase-gameplay-charging-004(thumb).jpg[/img center] Check out the fullsize artwork and detailed information on this ability here. History articles have appeared in increasing quantity in the last few weeks. Joshua has produced some excellent articles covering such topics as the epic twin battles of Plataea and Mycale during the Greco-Persian War and a biographical portrait of one of Rome’s most unconquerable opponents, Mithradates VI of Pontus. In addition my own series of articles on ancient combat has been expanded by the addition of articles covering Armor and Weapons. Keep an eye out for more articles in the near future from the 0 A.D. History Department as new documents are always in the works.
  2. [img center]http://wildfiregames.com/0ad/movies/thumbnail1.png[/img center] Download The Video (11.7 mb - 1 min.) Wildfire Games is proud to announce the release of a video featuring gameplay from 0 A.D., a historical real-time strategy game currently under development. This is the first dynamic glimpse of our flagship title in its present state. When completed, 0 A.D. will be released to the public for free, with absolutely no strings attached. The game is powered by Pyrogenesis, a game engine built from the ground up by Wildfire Games. 0 A.D. is being developed by an all-volunteer, all-online team with members from five continents and numerous countries such as the United Kingdom, Belgium, Australia, the Netherlands, Sweden, Canada, Denmark, and the United States. A fun, yet focused, atmosphere brings the team members together to complete the serious task of producing 0 A.D. We are constantly recruiting more members. If you are inspired by the work completed so far, we encourage you to visit the 0 A.D. website and find out how you can get involved (Applications are HERE). Wildfire Games is looking (Job Openings are HERE) for self motivated, ambitious, skilled programmers and artists who thrive in a team environment. If you can program, script, animate, or model and have a love of video games and an eye on learning new skills in a diverse and determined group of likeminded individuals, then check out the Wildfire Games website to learn more about the game and apply to the team! Several of our members have gone on to lucrative careers in the game industry, while others have further honed and rounded their technical abilities, adding valuable entries to their demo discs and portfolios. You could be thrust into the thick of game development before you know it. As the great Roman poet Virgil wrote, “Fortune favors the bold!” - 0 A.D. is as bold as it gets. Thank you for your continued support of the project. We welcome you to visit for more information in the future reguarding special community releases such as this. If you have trouble with the video, try downloading the XviD codec HERE. If all else fails, THIS link to the smaller resolution video on Google Video should work. Share this news with your friends and help spread the word about 0 A.D.!
  3. Are you looking to gain some practical skill to prepare yourself to apply to game studios? Are you looking to build your portfolio on a project that is high quality, organized, and making daily progress? We are in need of experienced (in modding or game development, or just eager to become experienced) texture artist to aid in the job of transforming concepts to tangible game assets. The type of work type of texture work is a broad range: Buildings, Soldiers, Weapons, Trees, Terrain, and more. Wildfire Games has proven itself to be a stepping stone to breaking into the game industry by helping to build a solid foundation for a practical understanding of working on a first-class independent game on a large scale. If you are interested post a comment here, or contact me at: jason at wildfiregames dot com. Be prepared to show samples of some of your work.
  4. Recently GameDev.net interviewed several members of the 0 A.D. development staff for an exclusive look at the creation of the game for posting on their website. Members including Jason, Stuart, and Jan, among others, contributed their thoughts to GameDev's Jason Adams, who has posted this behind the scenes first look at the development of 0 A.D. Part I, in addition to some tidbits regarding Part II. Included in the interview are some original pieces of 0 A.D. artwork. Check it out! And take time to explore the GameDev site, a wonder unto its own. GameDev.net, for those of you new to that particular site, is a website created in 1999 to provide a home on the web for game developers, professional and hobbyist. A key feature of their website is their impressive collection of tutorials and their ongoing showcasing of games currently in development. Wildfire Games and the 0 A.D. development team would like to heartily thank GameDev.net for their help and support of 0 A.D.!
  5. We have recently updated our application form (Click HERE) to include some positions that have recently opened up. Have a look at that first drop down menu titled "Available Positions" and you'll see a complete listing. If you have any questions about the details of these positions, feel free to submit a query on our forums or the contact form and we will be happy to give you a prompt reply. As a non-profit game developer we can't offer you any money, but we can offer you a chance to work with some great people and in a great environment. This is done, all in an effort to help your game development experience to grow, in addition to making a great game.
  6. This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of January: Jan Wassenberg (aka janwas): Now, I don't mean to be funny, but there is something very beneficial that Jan worked on this month that was put into the game. I'm just not sure exactly what it is. It is something to do with low level file loading, zip libraries, memory, speed, and optimization. What I do know is that the game runs better than it did last month. I try not to ask too many questions *wink*. Jan was able to use his work on this as part of his thesis for his university. Maybe he'll stop by with a comment later to help describe this better. Thanks Jan, and a job well done! Thanks also to Matei and Andrew who both accomplished a lot of goodies this last month, some of which are noted below. Team accomplishments for the month of January: Jan's low level optimizations Added pause game functionality Completed conversion to generic order system Started development of more advanced attack system (melee, ranged and charge attacks) Fixed a number of bugs (divisions by zero, etc...) Added player selection in Atlas Entity notifications Implemented run/stamina Minimap updates: drag and order issuing Cinematic player now works Defined additional parameters for the playing of ambient sounds Outlined Intensity/Priority/Listener Position/Groupling/XML/Proximity/Randomness. GUI progress in the user config menu More Linux build updates Reinstated the ingame manual to its rightful place 15 new humanoid animations Upgraded the forums and made 3 new forum skins Three new history articles: Biographies: Pericles Biographies: Cunobelinus Biographies: Caradoc
  7. Hot on the heels of our new Sound Department comes the FPQA - the newly-formed First Party Quality Assurance Department. This department will be headed by Morgan Ramsay, who has a lot of professional field experience to speak of (NBA ShootOut 2006, Gretzky NHL 2006, SOCOM 3 for the PlayStation 2 (PS2), and The Con for the PlayStation Portable (PSP)). The 'press release' reads thus: "The Wildfire Games First Party Quality Assurance (FPQA) Department was formed in preparation for closed internal testing. The Department will be led by Captain Morgan. The initial focus of FPQA is the development of policies and procedures for effective testing, and the creation of a formal test plan. Upon completion of these tasks, the test plan will be implemented. Closed internal testing will ensure the title functions properly on minimum and recommended requirements system configurations. In the future, FPQA intends to procure testers from the community for localization, hardware compatibility and extended general testing."
  8. This new screenshot shows the Celts facing off against the Hellenes near a village. Check it out for a visual status report on how the 0 A.D. engine is coming along.
  9. Wildfire Games' main website - http://www.wildfiregames.com - has taken on a new and more stylish look. Although it's not directly 0 A.D.-related, you may want to check it out. The main page also contains a link to WFG's other project, The Last Alliance, a fantasy RTS under development. The WFG main page will be the place to look for news about WFG as a company and community, whereas this site will still be the place for all things 0 A.D.
  10. Yes - right now. I personally believe it's shifting to 1280x1024, though - at least for modern monitors and TFTs. My family started off with 800x600 on our first Win95 PC (before, on the DOS/Win 3.x PCs everything was text mode or 640x480x16, anyway), then got to 1024x768 as default resolution and then with the first TFTs, me and my mother switched to 1280x1024 (my little brother and sister keep 1024x768 for now, because they are using the old monitors ). The most recent development was switching over to 1400x1050 for me, though. Interestingly, I always came to dislike the smaller resolutions after a week on a higher one.
  11. As major discussions about this subject are currently being held in the Staff Lounge of the Wildfire Games 0 A.D. Team, we'd like to ask how happy you are with the information flow about the game's development. We provide you with screenshots, developer articles and monthly summaries. Do you feel this is enough to get a decent idea about the current state of the project? Also consider new visitors coming to the site - do you think they'd gain a good idea of the current state of the project? If you want to voice your opinion, then please have a look at our new poll! We don't want to forget about the last poll, though. It was set up to find out how new everybody is to the game and its community. It seems that the majority of us have been here for longer than 1-2 years. Proof? Check the following figure. [img center]http://www.wildfiregames.com/~tim/images/0ad_news/poll_2.jpg[/img center]
  12. I think there should be like a development progress bar at the top of the page. That would make it very clear
  13. Jeffrey Tavares aka Zeusthor, our RMS/Trigger Scripter, is seeking a fellow scripter to assist him in planning and documenting the scripting interface we will later use to generate our random map scripts. We won't be implementing RMS until a future milestone, so actual script development will not be required at this time. The job basically entails that you document how the scripting will work, what RMS/trigger functions are required, and what they are supposed to do. Candidate Requirements: Know the ins and outs of AoK and AoM scripting. Able to create complete random map scripts for those environments. You should be able to provide examples of your work. Knowledge of object-oriented programming (OOP) methodology a big plus. If you think you are capable and up to the task, please send Jeffrey an email at daguru@optonline.net and complete the application form.
  14. Stuart Walpole (Acumen), our resident Programming Manager, has written a great follow-up to his first developer article. This time, Stuart discusses the reasoning behind going 3D with 0 A.D. instead of the 2D/3D hybrid that was originally planned. Click here to read the article, which, as an extra incentive, comes with a new, exclusive screenshot featuring the Romans. In the near future, look for a dev article by Project Leader Jason Bishop, which details what's in a day's work when you're chief of the 0 A.D. development project.
  15. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of November. Brendan Keough (aka b.w.keough): For his excellent work during his first month of membership. Managed to conceptualize 3 units for a total of 9 sketches. He has an excellent work ethic and is very enjoyable to work with. Mark Thompson (aka MarkT) and Matt Holmes (aka Calefaction) for the long hours and effort they invested in moving all 0 A.D. development to a central Subversion repository. Additional thanks go to Mark for kindly donating, configuring and trouble-shooting his personal server for this purpose (as well as his considerable efforts on the game's entity and combat models this month), and Matt for his work on an easy-to-use TortoiseSVN guide to ease our staff into this new phase. Accomplishments for the month of November: New 0 A.D. website released Several new screenshots posted Implemented in-game music and sound effect support Added fading, gain, and positional audio functions Basic melee combat model in place Incorporated several entity attributes Made major transition to project-wide Subversion version control Moved all assets and source to central Subversion repository Centralised third-party libraries More progress and experimentation with session GUI Revised GUI coordinate system for more dynamic rearrangement Added support for unit icon sheets Implemented ornate UI dialog boxes Much work on fixing bugs, and improving code performance Restored design documents corrupted in forum move Researched feasability of GLSL Finished up RMS map concepts Structure color pallettes for Persians and Carthaginians Persian structures concepts finished Carthaginian structures concepts started 0 A.D. forum skin made Concept artist hired 2 Textures artists hired
  16. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of September. Nathanael Barbettini aka CodeOptimist: For his diligence in coding the new 0 A.D. website. For his implementation of some great features we hope you all will enjoy. Jan Wassenberg aka janwas: For his hard hours, commitment, and determination in researching and overcoming unfamiliarities in the field of sound engine development. Matt Holmes aka Calefaction: For making up for lost time with rapid and effective additions to the graphics code, including shadows, materials, and the Mini-Map. Behind-the-Scenes news for September Added a gameplay/AI scripting system. Improvements to the entity extensions (properties) system. Researched new pathfinding solutions. Fixed small bugs and made a few other minor changes. Replaced 'int' with 'float' in a couple of GUI files. Progressed with internationalisation system and localisation tools. Fixed lingering transparency issue. Created initial material system. Began revised Mini-Map object. Extended the Network system to enable remotely moving units. Improved Linux Compatibility. A few minor misc. fixes in misc. engine systems. No progress whatsoever on Jason's Navel/Umbilicus Simulator. Continued work on resource handling code: mostly fixing bugs and documenting. Wrote low-level OpenAL sound interface. Preparations have been made for a relaunch of the website. 10 updated engine builds. Discovery of a new task system method - now testing. Many more random map visualisations being made. Attack animations, and first cavalry in the game. Many, many updates on the design document. Initial game startup screen put in place. Planned for a staff ro(a)ster. Also special thanks to Joshua Gilbert aka Shogun 144 for some great articles he has written this last month, and Boris Hansen aka Vaevictis for his internal PR planning and management.
  17. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of February. Alan Kemp (Alan): For the many hours he put into developing an AI sim testbed, including pathfinder, entity system, and embedded Javascript host. Michael Reiland (mreiland) & Simon Brenner (olsner): For their hard work on researching and developing the error-handling foundation, including SmartPointers, queueing and threading. Even though we don't usually make mention of the accomplishments of Department Heads, I thought it would be appropriate to mention these men: Stuart Walpole (Acumen): For doing the work of three men. He did some excellent work in updating the website's FAQ, updates to the Design Document, and spent many hours toiling as the Manager of the Programming Department. Ken Wood (Phoenix_TheRealDeal): For excellent research in the flora, non-flora, and fauna gaia objects in the ancient world. Bobby Ognyanov (CheeZy): For great advancements in the Scenario/Map/Object editor design document. Nearly completing it, and gathering some excellent ideas that will hopefully make our editor both powerful and intuitive. Dave Loeser (Dak Lozar): For the great improvements he has made to the Programming Department since coming aboard as our new Lead Programmer. This included establishing revamped coding conventions and preliminary development of an advanced code review procedure (including CVS branches with Mark Thompson, and a revamped task system). Also for his willingness to help out wherever necessary, from researching and testing third-party audio libraries to picking up the reins on the error framework.
  18. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of December. Gustav (Gee) - Made an extraordinary number of improvements to the GUI Engine, and set an excellent example in keeping us updated on his progress. Mark (MarkT) - Made tremendous progress on the entity editor and task scheduler class, and contributed in various different areas. Jeffrey (Zeusthor) & Steve B (svede) - Kick-started scripting development with a lot of preliminary research into our alternatives and requirements. Paul (Paal_101) - Wrote some great history articles, helped advise for the Roman unit appearance in text for concepts. Michael (Mythos_Ruler) - Did a great job with sketching for the Hellenic Buildings and is almost done with them. Bobby (Cheezy) - Making excellent progress in the design document for the Scenario Editor, assembling the WFG "Core Group" for RTS community interation, and doing some fine work with terrain textures. Shan (Hyborian) - Nearly completing all the Roman unit concepts in under a month! :arrow: Though we don't give out this award to department heads, I'd like to make special mention of all the work Stuart (Acumen) did this last month in the Programming Department, Design Department, and Web Department.
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