Developer (and artist? and sound?) recruiting

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pd
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Re: Developer (and artist? and sound?) recruiting

#76 Post by pd » Wed Oct 13, 2010 3:50 pm

I couldn't find matching posts in other forums, but based on the signature link, which I have removed, I think this is a spam post.

alexpetrov
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Re: Developer (and artist? and sound?) recruiting

#77 Post by alexpetrov » Wed Apr 20, 2011 9:59 am

Hello guys, I am also willing to help. I have some experience with C/C++, Python and other programming languages, not in gamedev though. Also some background in AI algorithms (mainly genetic algorithms but also some neural networks and ant colony optimisation) and i believe that also might be of help. Will start familiarizing myself with the code and will try to help as much as I can.

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Bigjoe5
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Re: Developer (and artist? and sound?) recruiting

#78 Post by Bigjoe5 » Wed Apr 20, 2011 2:15 pm

alexpetrov wrote:Hello guys, I am also willing to help. I have some experience with C/C++, Python and other programming languages, not in gamedev though. Also some background in AI algorithms (mainly genetic algorithms but also some neural networks and ant colony optimisation) and i believe that also might be of help. Will start familiarizing myself with the code and will try to help as much as I can.
Cool. Welcome to FreeOrion.

http://www.freeorion.org/index.php/How_to_Help
Warning: Antarans in dimensional portal are closer than they appear.

Dart00_Tech
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Re: Developer (and artist? and sound?) recruiting

#79 Post by Dart00_Tech » Sat Jun 11, 2011 3:12 am

I wana help too! I made my first contribution here with a little intro :).

viewtopic.php?f=11&t=5487

Do we still need sound effects?

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Geoff the Medio
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Re: Developer (and artist? and sound?) recruiting

#80 Post by Geoff the Medio » Sat Jun 11, 2011 5:42 am

Dart00_Tech wrote:Do we still need sound effects?
Yes. There are a variety of sound files present in the data directory now, but I suspect or feel they aren't all very good. Particularly for combat, many of the sounds are too complicated, such as having a swoosh and explosion, which should be two separate sounds, and most of them are too long.

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Re: Developer (and artist? and sound?) recruiting

#81 Post by Dart00_Tech » Sat Jun 11, 2011 7:07 am

Ok..ill take a look at the sounds and see if i can modify or remaster some or all of them....I also wana do some more voice overs to add to my pool. do we have a robotic species?

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Geoff the Medio
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Re: Developer (and artist? and sound?) recruiting

#82 Post by Geoff the Medio » Sat Jun 11, 2011 8:28 am

Dart00_Tech wrote:do we have a robotic species?
Some have been suggested.

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MikkoM
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Re: Developer (and artist? and sound?) recruiting

#83 Post by MikkoM » Sun Aug 21, 2011 7:45 pm

Since tzlaine continues to be busy, and as a result of this not much is happening in the Ogre based combat system, it might be worth a shot to post an update to FreeOrion`s old recruitment post on Ogre Forums. So some time ago I asked one of the Ogre moderators about their policy towards updating recruitment posts and got the following reply:
jacmoe wrote:Feel free to post regular updates to the topic.
It's a good idea to generate interest.
By updating the topic you show that you're alive.

Cheers

Jacob
However I am not exactly sure if every FreeOrion minor release should be announced, especially if there is no new Ogre stuff.

Anyway, if an update would be released what should this update contain? Maybe some screenshots or even a video of the most recent Ogre work that tzlaine and pd have done with text describing the current Ogre situation in FreeOrion, and perhaps a link to the 0.4 design pad to show that there is already a plan that the combat engine should follow?

Here is a link to the original recruitment post:

http://www.ogre3d.org/forums/viewtopic.php?t=42147

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pd
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Re: Developer (and artist? and sound?) recruiting

#84 Post by pd » Mon Aug 22, 2011 3:43 pm

You could certainly provide a link to the gameplay video or to the specific ogre part of it like this: http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s

You could also include some of the images from here viewtopic.php?f=26&t=2278 and here viewtopic.php?f=26&t=2419&start=15

Some performance testing: http://www.optisch-edel.de/fo/performance.jpg
Fake two point lighting(using just one light source): http://www.optisch-edel.de/fo/2pointlighting_fix.jpg

The mockups to illustrate combat might also be of interest:
http://www.optisch-edel.de/fo/hbk/8.jpg
http://www.optisch-edel.de/fo/hbk/mood3.jpg
http://www.optisch-edel.de/fo/hbk/mood4.jpg

Everything Geoff talks about in this post is definitely helpful in understanding combat.

Would be great to get this going again.

Oh yeah, make sure to mention it's capital ship combat. I think there are far too few games about this.

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MikkoM
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Re: Developer (and artist? and sound?) recruiting

#85 Post by MikkoM » Wed Aug 24, 2011 5:04 pm

A lot of good stuff pd. :D
MikkoM wrote: However I am not exactly sure if every FreeOrion minor release should be announced, especially if there is no new Ogre stuff.
Perhaps it could be a good idea to announce all of the minor (0.3.16 , 0.3.17 etc.) releases as well, even if there are no Ogre based content updates, since that forum is about generating intrest in projects and by updating the recruitment post at least somewhat regularly, FreeOrion could get a lot more visibility.

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MikkoM
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Re: Developer (and artist? and sound?) recruiting

#86 Post by MikkoM » Thu Aug 25, 2011 8:22 pm

Ok, here is a mockup of a possible post:

An update from FreeOrion. Recently the project`s lead programmer and also the lead Ogre developer tzlaine has been busy, and as a result of this the project`s Ogre based combat system hasn`t progressed as much as would be desirable. There is currently a working 3D combat tech demo, which can be seen in action on this video:

http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s

... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:

http://www.freeorion.org/index.php/0.4_Design_Pad

...and here

viewtopic.php?p=38706#p38706

Some mockups of the combat system have been done as well:

Image

Image

Image


So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.

And finally here are some space combat related images:


Image

Image

Image

Image


Mockup ends

Something that should be changed or corrected? Also, should these threads that tzlaine started be mentioned as well?

viewtopic.php?f=6&t=2268

http://freeorion.org/forum/viewtopic.ph ... 54&start=0

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Geoff the Medio
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Re: Developer (and artist? and sound?) recruiting

#87 Post by Geoff the Medio » Fri Aug 26, 2011 3:32 pm

Replace the first paragraph with:

"While FreeOrion development is ongoing, the the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.

There is a 3D combat interface tech demo, which is demonstrated in this video:"

And, rather than "here are some space combat related images:" say "here are some ship rendering test images and in-engine screenshots:".

Some of the latter rendering tests are a bit repetitive and could be cut.

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MikkoM
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Re: Developer (and artist? and sound?) recruiting

#88 Post by MikkoM » Mon Aug 29, 2011 10:48 pm

Geoff the Medio wrote:Replace the first paragraph with:
"While FreeOrion development is ongoing, the the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work...
Multiplayer combat system here probably means a combat system for multiple players rather than a combat system for the multiplayer option of the game? I ask this because nowadays at least for me the term multiplayer brings to mind a situation where multiple human players play against each other.

Anyway splitting hairs aside here is the second version of the mockup.


Mockup 2:

An update from FreeOrion. While FreeOrion development is ongoing, the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.

There is a 3D combat interface tech demo, which is demonstrated in this video:

http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s

... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:

http://www.freeorion.org/index.php/0.4_Design_Pad

...and here

viewtopic.php?p=38706#p38706

Some mockups of the combat system have been done as well:

Image

Image

Image


So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.

And finally here are some ship rendering test images and in-engine screenshots:


Image

Image

Image


Mockup ends

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pd
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Re: Developer (and artist? and sound?) recruiting

#89 Post by pd » Tue Aug 30, 2011 10:29 am

Use this image instead. It's a bit more organized, is sized appropriately and has labels.

Image

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Re: Developer (and artist? and sound?) recruiting

#90 Post by MikkoM » Wed Aug 31, 2011 11:21 pm

Mockup 3:

An update from FreeOrion. While FreeOrion development is ongoing, the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.

There is a 3D combat interface tech demo, which is demonstrated in this video:

http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s

... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:

http://www.freeorion.org/index.php/0.4_Design_Pad

...and here

viewtopic.php?p=38706#p38706


So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.

And finally here are some space combat mockups, ship rendering test images and in-engine screenshots:


Image


Mockup ends

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