0 A.D. is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, from Iberia to Mauryan India, each depicted at their peak of economic growth and military prowess. Developed using Pyrogenesis, a ground-breaking new game engine custom-built to suit this project, 0 A.D. will give players a rich and entertaining real-time gaming experience.

Report article RSS Feed 0 A.D. Weekly Report #1

Starting this week, we commence with publishing a weekly 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 is a must-read.

Posted by plumo on Jul 28th, 2012

0 A.D. Weekly Report #1
by plumo, 0 A.D. Community Liaison

The wait between consequent alpha releases can be hard, we realize that. To ease the pain we -- the international bunch of volunteers that is Wildfire Games -- will start showing what’s being worked on behind the scenes by our dozens of contributors. 

Starting this week, we commence with publishing a weekly 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 is a must-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. No wizard when it comes to programming or drawing? Luckily for your portfolio we are also looking for a Sound LeadVideo Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community!

Feature spotlight!

Badmadblacksadhistoricbruno, and Pureon have been working on implementing gates to work with the existing click-drag wall system. Expect this feature in the next alpha release!

Art & Programming

After his work on the gates, Badmadblacksad, departed on a well-deserved holiday. When he gets back, we’ll urge him to continue working on the new multiplayer lobby.
One of our more reclusive contributors, Eggbird, has been modeling buildings for the Mauryan Indians, the recently-announced new civilization that will make a partial debut in alpha XI (for the complete implementation of this civilization you will have to wait until the release of alpha XII). Last week Eggbird has been putting the final touches on the civilization centre.
Gen.Kenobi has been busy revising the Hellenic buildings. Last week he remodeled and retextured the market building. This week he has been working on the Greek fortress.
Historicbruno has mainly been reviewing and implementing patches, submitted by other contributors like F00/Deiz, who personally whips programmers to greater productivity! This week saw the implementation of 'always visible hero selection rings'. The following screenshot will explain.
Myconid has been working ‘round the clock to add modern post-processing effects like BloomHDR and SSAO to 0 A.D. Making everything work on various systems and video cards is a long and tedious process but the results are well worth the trouble.
Art department veteran (12,390 forum posts and counting!) Mythos_Ruler has been working on modeling and texturing units for the Mauryan Indians. He has also been editing the massive design document in our wiki.
Pureon has been working mainly on gate animations (last week he finished all gate animations!) and on new icons for opened gate/closed gate.
Spahbod has created autumn textures for the temperate biome. He has also been working on a new GUI for the match setup. On top of being considerably more user-friendly the match setup now features map previews! Thanks also to luziferius for these.
Wijitmaker, an old timer who has been around far longer than any current team member can remember, is currently reworking some of the building and clothing textures to make good use of the new possibilities introduced by myconid (Parallax) and Philip (Specular Lighting).
Wraitii has been working on a new and improved water shader. He is currently implementing more realistic shore waves.
Zaggy1024 is facing the massive task to have all animals in 0 A.D. fully animated. Lately there have been rumors of walking (not gliding!) elephants.

Audio

Our talented composer Omri Lahav has been recording new tracks for both the Athenian and the Macedonian civilizations. He insists on recording the performance of a real flutist instead of just using a flute sample… once again we realize how fortunate we are to have him.

Misc.

You find 0 A.D.’s website slightly (we stay polite) outdated? We too! That’s why bstempiGeek377 and gerbilOFdoom are working hard on a brand new web portal for your favorite open-source game.
Project leader Feneur and PR guy Jeru are responsible for the promotion of the game among many other things. They keep the information on TwitterFacebookGoogle+ and on portals like moddb up to date, whilst spreading the word (and the love).
Last but not least is K776, our open source development manager who sets the deadlines and targets for every alpha. His catchphrase ‘Will this make it into next alpha?’ is becoming legendary.

Next Monday: our second Weekly Report!

Post comment Comments
AirborneSn1p3r
AirborneSn1p3r Jul 29 2012, 9:48am says:

awesome, looking foreword to it :)

+3 votes     reply to comment
StrykerCraft
StrykerCraft Jul 29 2012, 12:00pm says:

Are the Indians the only new future civs or will there be more?

+2 votes     reply to comment
Mythos_Ruler
Mythos_Ruler Jul 29 2012, 3:25pm replied:

Right now, the Mauryan Indians are the last faction WFG plans to pack into 0 A.D. Part 1, though there is a possibility of sneaking in a few more. All depends on manpower.

+2 votes     reply to comment
StrykerCraft
StrykerCraft Jul 30 2012, 4:09am replied:

Would it be possible to add civs with expansion, updates or simply add on packs?

+1 vote     reply to comment
Spahbod
Spahbod Jul 30 2012, 4:18am replied:

There is a planned expansion, 0 A.D. part 2 which will add the years 0-500 A.D. to the game. We "may" add some new civs as other official expansions or mods though.

+1 vote     reply to comment
StrykerCraft
StrykerCraft Jul 30 2012, 7:12am replied:

Is it going to be compatible with 0 A.D.? Does this mean that this part is 500 B.C.-0 A.D.?

+1 vote     reply to comment
Spahbod
Spahbod Jul 30 2012, 7:30am replied:

Yes, and yes. :)

+1 vote     reply to comment
feneur
feneur Jul 30 2012, 3:25pm replied:

Part two will be the continuation of part one in terms of the civs, but it will add new gameplay features and other features. Technically speaking it will most likely not be compatible in the sense of "you can move a civ/map/unit from part one to part two", at least not fully. Don't worry though, when part two is released it will contain all the civs of part one and part two, so in other words, there will be no need for part one once part two is released. (Except maybe to play old maps/mods which hasn't been updated for part two.)

Please note though that the exact details of part two are very much left to be decided once part one is done :) In essence it's "back to the drawing boards" once part one is done, and features which were cut for part one will be reconsidered etc.

+1 vote     reply to comment
StrykerCraft
StrykerCraft Jul 31 2012, 3:52am replied:

Is there going to be a single player campaign? I have high hopes for this project...and it's more than living up to what I thought possible.

+1 vote     reply to comment
feneur
feneur Jul 31 2012, 7:22am replied:

For part one a story-based campaign is cut (it would take too long to make, hopefully releasing a full version will attract new developers who can help out, but in either case it would take too long before we could release the game if we included it in part one. My personal guess is that story-based campaigns would add at least one and a half year before we could release part one, if not more.)

We do hope to have something simpler, along the lines of the conquer the world maps in Rise of Nations, but it's a hope, not a guarantee ;) (Just so no one comes claiming we had promised to include it if we are unable to do that within any reasonable timeframe.)

+1 vote     reply to comment
StrykerCraft
StrykerCraft Jul 31 2012, 7:38am replied:

Couldn't you just make scenarios about the major battles during the times? Would much simpler and easier rather than make your own story.

+1 vote     reply to comment
feneur
feneur Jul 31 2012, 8:37am replied:

Just writing the story isn't necessarily what takes the most time. Though a good story takes some time as well, and even creating scenarios about the main battles would require some (not making up a story, but making sure the events are told in an engaging and interesting way). It's also necessary to implement the necessary features, creating the maps, together with the triggers which are necessary for things to unfold similarly to what happened in real life, and finally to test them rigorously. All in all, we don't want to release something we can't be 100% satisfied with, so then it's better to leave it for part two when we can spend more time on it and do it better. We do intend to include some basic getting started tutorial scenarios (and of course maps which in some cases are based on actual events and places, just not with a lot of scripting/triggers to make them play out similarly to how the real thing did), but that will make use of AIs/scripting rather than require the full implementation of triggers etc.

+1 vote     reply to comment
StrykerCraft
StrykerCraft Jul 31 2012, 10:21am replied:

Understood...are you planning to have a scenario editor like in the original AoEs or would you be using a more complex scripted one(RoN) for a hopeful campaign?

+1 vote     reply to comment
feneur
feneur Jul 31 2012, 2:11pm replied:

To get an idea of what we plan I suggest you download our latest Alpha and try out the Atlas Scenario Editor ;) We do also have an "Actor Editor" that allows you to more easily edit the XML files, which are what describes what any in-game object looks like (or rather lists the files that gives it its look), sounds like, and behaves like (doing things like listing the buildings it can construct). That may or may not be included in Atlas, depends on how complicated it would be/how complex it would make Atlas to use :) And that goes for a trigger/script editor as well, most likely it will just be another tab in Atlas, but we will have to see what makes the most sense. :) (I really doubt it will be anywhere else than integrated into Atlas though, as you need to easily be able to e.g. select a unit/area of the map as part of a trigger condition etc :) )

+1 vote     reply to comment
StrykerCraft
StrykerCraft Jul 31 2012, 2:23pm replied:

Excuse my curiousity, but I really love this project and really want to see it go forward. I wish I could help but would probably just get in the way. I tend to ask a lot of questions when this happens.
I will try the alpha.

+1 vote     reply to comment
feneur
feneur Aug 1 2012, 2:31am replied:

Don't worry, without questions you won't get any answers :) If you're at all curious about more actual development I suggest you check through the topics on our wiki: Trac.wildfiregames.com Probably best to go through them in the order they are there (though you can skip the SVN guide for the moment if you just want to try out an alpha and get some more info on the development :) ). Whether you can help out with actual development depends on your skills, but at the very least you should be able to help out by testing the game and reporting any bugs you find (it's a good idea to consult the "Known problems" thread in our forums: Wildfiregames.com ).

+1 vote     reply to comment
necron15
necron15 Jul 29 2012, 1:27pm says:

Sweet post.

+3 votes     reply to comment
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0 A.D.
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Wildfire Games
Engine
Pyrogenesis
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