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 #4

The latest development news, compiled in our fourth weekly report.

Posted by plumo on Aug 14th, 2012

0 A.D. Weekly Report #4 (Week 33)

Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development 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 might be an interesting 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. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community!

Art & Programming & Sound

Note:This week's report will be a bit shorter than the previous reports. Alpha XI is very close to being released (late August - early September). Not many new features have been added this week as we are approaching the 'feature freeze'-phase. It gives us some time to test the game and remove as many bugs as we can find.

Myconid's post-processing effects made it into the game! The new features have been tested throughout the week and many bugs have been fixed. It will take some time before the artists let their models take full advantage of all the new possibilities (see previous weekly reports), but the results will be spectacular! Luckily, some effects don't require additional work. So enjoy a breeze through the trees and the smooth LOS (line of sight)!
Omri Lahav never stops remastering existing tracks and recording new ones. Lately he has been experimenting with taiko drums and percussion, to create the most exhilarating battle music. In short: expect a lot of new music in Alpha XI !
Deiz added a 'Stop' button to the GUI for immediately halting units, improved gate closing behaviour when locked or when no enemies nearby and continued quantumstate's work on team/private chat for multiplayer games.
General Kenobi has been updating his Scandinavian rock formations.
Pureon has recently finished his amazing Brythonic Broch model, the new fortress for the Britons. I have very strong evidence (a personal message in fact) that this is not the last new building model for the Britons!
Quantumstate added support for multiplayer chat, which Deiz continued, and support for cropped images in the GUI game setup (so playing in different resolutions won't affect map preview sizes).
stwf kept working on the new Sound Manager, which we really want to include in the next alpha release!
Wraitii kept working on Qbot XP - a new bot that will provide a greater challenge than its predecessor. How do we know for sure it is a greater challenge? Easy: Put Qbot and Qbot XP in a 1vs1 battle a couple of times and compare the results. Let's say Qbot XP came, saw and conquered.
Zaggy1024 has been updating Roman buildings with Myconid's post-processing effects (specular maps, normal maps).

Check back next week for more development news!

Post comment Comments
Swyter Aug 15 2012, 6:13am says:

Great. Just wanted to comment about a small confusion: normal, specular and ambient occlusion/light-maps aren't post-processing. Just shaders, or effects if you want.

Stuff like SSAO, tonemapping, HDR and bloom are.
Looking forward to the next release! :)

+3 votes     reply to comment
plumo Author
plumo Aug 15 2012, 9:00am replied:

You're right, my mistake. But don't worry: post-processing effects are also being added (bloom,...) :)

+2 votes   reply to comment
Glarg Aug 15 2012, 10:19pm replied:

Just curious, will the bloom be easy to change (menu option)?

A little bloom can be subtle and tasteful, but all too often in games I see way too much being used (RA3 is the biggest offender that comes to mind, on some maps). This wouldn't be a problem, but there is typically no good way to dial it down to personal preference.

+2 votes     reply to comment
rgkimball Creator
rgkimball Aug 16 2012, 1:13am replied:

Don't worry, we'll ensure that our use of it is tasteful. The AoE3 look is something we want to avoid.

+2 votes   reply to comment
plumo Author
plumo Aug 16 2012, 6:42am replied:

Menu options will be added, yes.

I agree that too much bloom ruins everything, so we will only add it if it is subtle.

+2 votes   reply to comment
CptIstvanofArdeal Aug 15 2012, 8:44am says:

i think that this will be a great game but it needs time develop properly

+3 votes     reply to comment
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0 A.D. Empires Ascendant
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