It’s time again to take a closer look at one of the contributors to 0 A.D. This time we’ve chosen to feature Pureon, one of the most versatile contributors we have, but I’ll let him elaborate on that below. Let’s just say that it was an easy decision to feature him, and that we are very grateful that he’s part of the Wildfire Games team and community.
Tell us a bit about yourself
Prior to joining the 0 A.D. team I participated in online community projects for games such as AOE3 and Supreme Commander, however my experience of RTS games started with the classics AOE1 and Total Annihilation. My enthusiasm for creating user generated content for the early generation of RTS games helped define what degree I studied at university and therefore my current employment in the creative industry.
Some AoE3 units I created in 2006:
A couple of Supreme Commander units from 2009:
What have you found most interesting about contributing to 0 A.D.?
I first heard about 0 A.D. about 6 years ago, and at the time it looked good but no alpha releases were available to play or mod so it slipped my mind until 2010. That’s when I heard it had switched from closed development to opensource and had released a playable alpha. I was hooked. Why work on mods for commercial games when I can use my skills to shape a ‘real game’.
The variety of tasks I’ve been able to contribute to allows me to acquire new skills and keeps me motivated. Some of these tasks include 3D modeling, unit animations, map making, texturing units, designing the new website, managing the sound department, creating the trailer videos, and illustration (icons). Once triggers and a few other key features are implemented I’d really like to work on some scenarios for 0 A.D., just like I did for AoE 1,2 and 3.
Looking to create a distinct sound, I picked up my oud, saz, acoustic bass, darbuka, djembe and bamboo shakers, and just started recording different combinations and ideas.From one session of recording my own improvisations came two new tracks: “Eastern Dreams“, and “Sands of Time“. Parts have been refined and some orchestral work was thrown in, and the unique voice of Persia was ready to go into the game! A8 also saw the addition of the first generic peace track, “The Road Ahead” – which was (deliberately) long, with several changing moods. On November 2011, I was awarded WFG’s ‘Member of the Month’, for which I am still very honored and thankful!
Thanks for listening, stay tuned for more 0 A.D. music!
- Omri Lahav
As we progressed to Alpha 7, the Main Menu was redesigned by the team, and the music changed accordingly with a track titled “Honor Bound”.
(By the way I’d like to take a second here and thank all the team members for suggesting track titles!) Two new introductions to the game were the defeat track: “Dried Tears”, and the Carthaginian civilization – complete with two new tracks: “Peaks of Atlas” and “Mediterranean Waves”.
Percussion artist Dror Parker came in to record riq, frame drum, darbuka and tom parts, and I then built the music around his inspiring work!
Other then these distinct percussive sounds, Carthage was portrayed with a duduk and wooden flute.
Last but not least for Alpha 7, my three original A5 tracks were remixed and remastered, and flutist Marta Mc’cave came in to record the flute part on the Hellenic track, “Forging a City-State”.
Her improvisation over it was so awesome, that I added a whole segment to the piece based on it – and it is thanks to her mastery of the flute that this track is so alive, and remains one of my favorites today!
Thanks for listening, stay tuned for more 0 A.D. music!
- Omri Lahav
Welcome to The Greek Theater, official 0 A.D. music blog!
This blog will chronicle the making of 0 A.D.’s music, since I assumed the role of composer and music department lead for Wildfire Games!
It is most appropriate to begin with a brief thank you to Aviv (Jeru on the forums) for recruiting me to WFG in the first place.
It was March 2011, and around the release of Alpha 5, Edetania:
Being both a (casual) gamer and a (professional) musician, I knew exactly what I want to hear in game – I had no interest in creating a period score, nor do I posses enough knowledge of the actual music of 0 A.D.
I decided the score had to be first and foremost – game music, and it must be compelling in that context!
In the interest of maintaining continuity, and ensuring each civilization in the game had it’s own, unique sound – I decided to completely rewrite the score, one piece at a time.
The first three tracks that came to be are “Celtic Pride“, “Forging a City-State“, and “Harsh Lands, Rugged People“: peace tracks for the Celts, Hellenes and Iberians respectively.
Given that these pieces had to feel relevant and integral to a massive war game – I chose to fully orchestrate them.
A simple yet effective device to identify the various civilizations was instrumentation:
On top of the orchestra, the Celts were portrayed with tin-whistles, highland pipes, a bodhràn and a fiddle, the Hellenes with a harp, bouzouki and flute, and the Iberians with a classical guitar (true, it did not exist around 0 A.D., but within the context of modern game music – it worked for me).
Thanks for listening, stay tuned for more 0 A.D. music!
Wildfire Games, an international group of volunteer game developers, has successfully applied to make 0 A.D. an associated project at an organization called Software in the Public Interest, Inc. (SPI).
SPI is a non-profit corporation based in the USA, that acts as a fiscal sponsor to many open source projects, including Debian, Drupal and LibreOffice. This means SPI can accept donations and hold funds for the development of these projects, sign contracts on behalf of the developers, provide legal advice when they might need it and more.
Importantly, if you live in the United States, you can donate to 0 A.D. through SPI and deduct it from your taxes. (Europeans can donate to SPI through a non-profit association based in Germany, named ffis e.V., which has partnered with SPI.)
Wildfire Games has been developing 0 A.D. as a standalone game since 2003. We are always looking for ways to improve the speed and quality of development. That’s why we have recently re-considered many aspects of how our project is run, including setting up new and better ways to get funds. This is the first step in this direction.
To be sure, this partnership does not change things from the perspectives of developers, artists, or users. 0 A.D. will remain a free, open-source project run by the community, and SPI will not intervene in our decisions. The only role that will change is that of the project lead, currently Erik Johansson (also known as feneur), who now has the extra responsibility as the project liaison to SPI. This means Erik is the only person authorized to tell SPI how we want to use funds that were earmarked for 0 A.D.
0 A.D. was accepted as an SPI Associated Project by the Board on December 13th, 2012. Through this cooperation, we hope to both strengthen 0 A.D. as a project, and propagate free, open-source software everywhere.
We welcome your donations through SPI and will be phasing out the previous donation systems over the next few days.Edit: After further deliberation, the existing donation systems will remain in place in parallel to the new system. However, donors are advised that their donations are only tax-deductible if transferred via SPI.
If you wish to donate to 0 A.D. through a European bank account, to save international money transfer costs, this can be done through the German non-profit organization, ffis e.V., following these instructions.
This release has been very long in coming, and brings along over 2 1/2 years worth of bug fixes and improvements. While our small team of developers pushes ahead with continuing to improve Warzone 2100, you can expect quicker releases than it took to get 3.1.0 out the door. Special thanks goes out to our developer Cyp, for bringing us perfectly synced multiplayer games, something that no other version of Warzone 2100 has ever had.
We wish to thank all the people that made this release possible, with all the helpful feedback, and the bug reporters to help us help you with a more bug free game, and the mod community for bringing helpful utilities like flaME, the map editor made by Flail13 and Berg for updating and converting many models that we use in game, along with MaNGusT, Jorzi and the rest of the Art Revolution members for continuing to improve textures and models that we use (or will use) for the game, and NoQ, for all the help he does, his maps and the new devious AI he has created, and a big thanks to all the translators whom have localized this game to enable a wider audience, and finally, we also want to thank the many other people who have contributed to Warzone 2100!
Important Note for Mac Users: This release supports intel (both 32bit and 64bit) on 10.5+; this will be the last major release to support 10.5.
Note: Unfortunately, this release is a bit late because of technical difficulties with the server, and the compiler.
Special note: We now have Warzone 2100 portable builds available with and without videos!
I wish you all and your families merry Christmas and a happy new year. As a little gift I uploaded 2 new TORCS songs, TORCS2 and TORCS3, I created them for 2 TORCS videos. The menu song of TORCS is as well available.
I set up as well the Championship for the next year, you can find details here. To warm you up/get you going test races are offered.
Another thing: I did recently a 100000 km practice session (took around 3 hours real time to complete) and endurance race in the command line mode (took around 3 days real time), it worked like a charm. Btw. the simulation time is stored as double in TORCS, so I expect the simulation to start to struggle in the range around 1 and 10 million simulated days;-) So you can do pretty extreme things with the current version.
I hope to meet some of you guys in the championship, see you next year.
Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 12 Loucetios”, the twelfth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features diplomacy, packing siege engines, super fancy water and more!
Easy Download and Install
Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers.
Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch.
Please Vote for Us in the Indie of the Year 2012 Contest!
If you care about 0 A.D., please vote for us in the second round of the Indie of the Year 2012 contest.
Under “Upcoming games of 2012″, under “Real Time Strategy”, you need to click the word “VOTE” on the left of “0 A.D.”
Voting continues until December 21st. Thanks in advance, from all of us in Wildfire Games.
Top New Gameplay Features in This Release:
Diplomacy: Determine if you and another human player are allies, enemies or neutral to each other, and change this relationship in mid-game as you see fit. If you downgrade the relationship, the change is automatically mutual (i.e., by turning someone into your enemy, you automatically become their enemy); But if you try to upgrade relations, as in forging an alliance, you need the other side to explicitly agree. (As of Alpha 12, AI players will not react to diplomacy changes at all. We hope to add this in the future.) (See screenshot below.)
Packing Siege Engines: Certain siege engines need to be in a “packed” state to be moved from place to place, and in a stationary “unpacked” state to be able to fire. Moving a siege engine between these states is called “packing” and “unpacking”, and takes time, during which the siege engine can neither move nor fire. (This is important for both realism and balance, as siege engines can inflict lots of damage.)
Formation Order Queueing: Allows giving units several tasks to carry out in order, e.g.: (1) Build a house here, then (2) move near to the other player’s territory, (3) build a army camp there and then (4) attack the fortress first and then (5) go straight for the civic center. All these orders can be given in one sequence by pressing “shift” and right-clicking the relevant parts of the map in order.
Heroes are back, but now each player can have only up to one living hero at any time.
Slaughter Attack: All domestic animals are killed with melee weapons, even by otherwise ranged units. This speeds up meat harvesting.
Unit Training Hotkeys: If you select a building that can train units, and then hit “Z”, it is as if you clicked the first unit training button on the left on the GUI; “X” for the second button from the left, “C” for the third, etc., up to the letter “M”.
New Match Setup Options: Choose the population cap and the amount of resources players will start out with.
Five New Random Maps: Nomad, Syria, Corinthian Isthmus, Belgian Uplands, and English Channel.
Graphics and User Interface Improvements:
Improved Water Rendering: The new, “super-fancy” water includes the white foam of waves crashing onto the shore, it can be much wavier, and it casts surface and underwater shadows.
Post-Processing Manager: Recent changes enable features such as distance fog, bloom and more. (See screenshots below. Top left is default. Effects on bottom right exaggerated for demonstration purposes.) No less importantly, the post-processing manager is extremely moddable, so from now on, developers can very easily add new visual effects to 0 A.D. using existing code from other projects. For an example, see the Bokeh Depth of Field effect shown below.
Rubble appears when you destroy a building (see screenshots below).
We have also added icons to the tooltips, instead of names of resources like “Food” and “Wood” and time units like “seconds” (see screenshot below).
We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks.
We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately.
Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating!
We name our releases according to development status (“Alpha” or “Beta”), successive release number (1, 2, 3, …) and a word relating to the ancient world, in alphabetical order (“Argonaut” for A, “Bellerophon” for B, …).
Loucetios was a Gallic god related to storms and lightning, that was identified with the Roman god of war, Mars. He is often found accompanied by the goddess Nemetona, as part of a divine couple.
For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter M. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!
Happy Holiday Season!
Just for fun, we’ve made up this character, who is like Santa Claus, except he is skinnier, he wears thick glasses and has a penchant for hiding in large crowds.
Can you find him in this winter-themed screenshot?
Long Time, No Siege
Wildfire Games will keep releasing new versions of 0 A.D. from time to time. Watch our news feed to get updates, or follow us by e-mail, RSS, Facebook or Twitter. And you’re always welcome to join the 0 A.D. community on our forums.
Contact info for press, bloggers, etc.: aviv@wildfireODYSSEYgames.com without the name of Homer’s ancient Greek epic written in all caps.