Team name:
FIFE developing team.
Project name:
FIFE - Flexible Isometric Fallout(-like) Engine.
Brief description:
Just like the name of our project suggests we work on a new
open source
framework for isometric games. The engine started as a
Fallout-only
project but we recognized very fast that it offers the
potential to be
used as a general 2d ISO framework for the development of
cross platform
games.
The engine supports the assets of the original Fallout games
but it is
also suitable for creating even totally new 2D games. We are
focusing on
the creation of an engine itself but will bundle it with an
example mod;
so modders have a starting point to create their own games
based on our
engine.
Since we do not focus on the creation of a complete game we
will be
working on comfortable and easy-to-use editing tools. Engine
and editor
are planned to run on all flavours of Linux, Win32 and
MacOSX.
The FIFE project is over 12 months in development now and we
have
released three public pre-alpha versions of the engine on
sourceforge /
freshmeat in January and May 2006. Another release is
planned for the
end of the year coming with the first version of our editor
tool.
Target aim:
Open source GPL v2.0; non-profit
Compensation:
We are confident that advanced coders will find it quite
exciting to
work on the creation and the designing of a whole engine
with other
experienced and passionate open source coders. But as we're
a non-profit
project the only thing we can provide is a way to express
your love for
open source software and the satisfying feeling to work on
an ambitious
project.
Technology:
Linux, Windows, MacOSX
C++, Boost library
SDL, OpenGL (optional)
Qt4 for the editor
SVN Sourcecode checkout: Engine
svn co https
://svn1.cvsdude.com/fife/engine/trunk/core
SVN Sourcecode checkout: Editor
svn co ht
tps://svn1.cvsdude.com/fife/engine/trunk/fifedit
We are searching for:
Qt4 map editor developer
We had already found a developer for our map editor; he did
even create
design documents for it. Unfortunately he's quite busy at
work currently
so he can't invest much time into the project anymore. The
first task
for the editor developer would be to evaluate the current
editor design
documents and to decide which parts of them can be used and
which ones
need to be redesigned.
You can find them here:
http://wiki.fifengine.de/index.php?title=FIFEdit
_Design_Document
http://wiki.fifengine.de/index.php?title=FIFEdit_F
unctionality
http://wiki.fifengine.de/index.php?title=FIFEdit_Struc
ture
The goal is to create a map editor that is based on QT4 to
create maps
for FIFE. Major parts of the needed code are already
implemented in the
engine itself; this way we can reduce the amount of code to
maintain.
We'll simply link against our static engine library and
"just" the
editor specific features need to be written from scratch.
Planned tasks:
1. Evaluate the editor design documents.
2. Decide which parts can be reused and which ones need
redesigning.
3. Integrate the engine into the editor. E.g. we to get the
editor
working together with our SDL / OpenGL render backends;
otherwhise we
would need to write an extra QT render backend for the
editor. We
already tried that in the past but the results weren't
satisfying
performance-wise, even on modern system. Another problem
would be code
duplication because a QT render backend would mean more code
to maintain
and it would needed to be kept up to date with the other
backends. So we
think "embedding" the SDL / OpenGL backends is the
better way to go.
The best way to decide if this project is your cup of tea is
to check
out the "getting started"-guide and take a look at
your current code base.
http://wiki.fifengine.de/index.php?title=Getting_started
http://wiki.fifengine.de/index.php?title=Subversion
_repositor
Team structure:
Phoku - engine core designer & coder
Zahlman - engine core coder
Shadowdancer - engine core coder
Chris - engine core freelancer
Inverse - gfx coder
ismarc - editor core designer & coder (inactive)
Cheesesucker - editor coder
Skybound - XMLmaps & script integration developer
RogerWilco - sound engine developer
IFooBar - MSVC 2005 porter
chewie - lua scripter / mod developer
mvBarracuda - project manager
My job as project manager is to keep the team together and
to ensure
that the communication structure inside the team works so
everyone
enjoys working on the project. Among other things I'm the
official
development wiki maintainer and take care of official and
experimental
Win32 builds of the engine.
Website:
http://www.fifengine.de
>> Homepage
http://wiki.fifengine.de
>> Development wiki
http
://mirror1.cvsdude.com/trac/fife/engine/blog >>
Development blog
http://wiki.fifengine.de/index.php?title=Getting_started
>> Getting
started guide for interested developers
http://docs.fifengine.de
>> Doxygen code documentation
http://wiki.fifengine.de/index.php?title=Categoryesign_Do
cuments >>
Design documents
Current release:
http://prdownloads.sourceforge.net/fife/
FIFE_2006.1_src.tar.bz2?download
>> FIFE 2006.1 pre-alpha sources
Linux users better get the code from because we added a fair
share of
new code since our last official release.
Contacts:
IRC channel: http://w
iki.fifengine.de/index.php?title=IRC
eMail: mvBarracuda web.de
icq: UIN -> 98600423
Important:
You can either use our free XMLmaps with the engine or
access the
original Fallout maps with it. If you want to use the
Fallout maps you
will need a legit copy of Fallout 1 or 2. The FO 1/2 maps
are far more
advanced compared to our own XMLmaps; basically we just set
some
placeholder textures on them to have something that lets you
start the
engine without having to own Fallout. So if you want to
experience the
full beauty: give the Fallout maps a go.
To give you an impression about the status of the project we
took sample
screenshots of the current release (using the Fallout maps):
Fallout 2 map featuring our first walking player character:
http://members.fifengine.de/skybound/screenshot_walki
ng.jpg
A very early version of FIFEdit, later abandoned:
http://screens.fifengine.d
e/editor_002.jpghttp://screens.fifengine.de/editor_002_t.jpg
One of our XML maps:
http://screens.fifengine.d
e/2006.1.001.jpghttp://screens.fifengine.de/2006.1.001_t.jpg
FIFE can handle different resolutions in spite of the
original Fallout
engine:
http://screens.fifen
gine.de/pre-alpha_002.jpghttp://screens.fifengine.de/pre-alp
ha_002_t.jpg
The OpenGL render backend supports alphablending:
http://screens.fif
engine.de/prototype1_015.jpghttp://screens.fifengine.de/prot
otype1_015_t.jpg
Feedback:
Feel free to add whatever feedback you like Critics
will help us to
improve the project.
<cid:part1.02050705.09070609 web.de>
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