0 A.D. Weekly Report #6 (Week 35)
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!
This week’s report will be a bit different from the others as we are in ‘feature freeze’. We are trying to make alpha XI as stable as possible, so instead of adding new, untested features we are focusing on fixing bugs. If you want to read about these fixes though, check out the log of latest code revisions.
After whining for a whole week, I finally persuaded Myconid to reveal some of the things he has been working on lately. Adding AO (ambient occlusion), normal mapping, parallax mapping, ‘swaying trees’ and smooth Line of Sight was clearly only the beginning. Currently he is also implementing Bloom, HDR and Distance fog. His pièce de résistance will be the Post-processing Manager, which will apply effects to the entire rendered image instead of individual models (which he has been doing so far).
Myconid was so generous to send me two screenshots showing some of his latest work. Can you spot the effects and enhancements? The winner gets a free copy of the game!
Check back next Monday for more development news!