[FILLED] Isometric 2D engine searching for editor programmer

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[FILLED] Isometric 2D engine searching for editor programmer

Postby mvBarracuda » Sat Jan 20, 2007 19:27

Disclaimer:
I didn't know in which subforum to create this thread but someone from the #CEGUI irc channel mentioned that General Discussion would do the trick. So if you think it doesn't belong here, please move the thread.

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 engine for isometric RPGs. 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 engine for the development of cross platform RPGs. The engine supports the assets of the original Fallout games but it is also suitable for creating even totally new 2D RPGs. 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 about 16 months in development now and we have released three public pre-alpha versions of the engine on sourceforge / freshmeat in January, May 2006 & January 2007.

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 the satisfying feeling to work on an ambitious project.

Technology:
Linux, Windows, MacOSX
C++, Boost library
SDL, OpenGL (optional)
GUI library of your choice

Warning:
It seems that we should have stated this earlier as a lot of coders seem to be overstrained with the undertaking of creating a whole engine. That is not meant to sound rude but FIFE is a quite complicated large-scale project that needs a different working approach compared to smaller projects. Please have a look at our code first before you apply for the position. There were several developers who applied for positions in the past who couldn't cope with the task and did leave the team.

As this is neither satisfying for the coders nor for us, the best way to find out if you want to take the challenge, is to have a look at our current code base. You can either get the most recent code from our Subversion repository or download a fresh engine snapshot from our homepage (if you're not familiar with SVN yet or don't have the needed tools installed).

SVN sourcecode checkout:


HTTP sourcecode download:
FIFE 2007.0-r1 src package

Talent needed:
Editor programmer - <font color="green]position(s) open</font>
The story of our planned editor is almost a neverending one. We had already found a developer for our map editor months ago and he started to create design documents for it. Unfortunately he did leave the team because of private reasons. The design documents he created were written in a time when we still intended to use the Qt4 GUI library for the editor. However we had no success to find a new Qt developer who wanted to continue the work on the editor.

Considering that there are just some lines of code for the editor in SVN yet, we decided to give up the idea to create the editor with Qt4. The GUI library choice will be completely up to the coder who wants to work on the editor. Possible GUI libraries are (feel free to propose a different one nevertheless!):

WxWidgets
Qt4
CEGUI
LuaGUI (our own GUI library for the engine, based on guichan)


There are only two requirements for the GUI library: it needs to works cross platform on Linux, Win32 and Mac and it should integrate rather easy with our current engine code. 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 to work with the GUI library you decided for.

You can find the design documents for the old planned qt4 map editor here:
Editor design document
Editor functionality
Editor structure

The aim is to create a map editor that can be used to create maps for our engine. 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. Decide for a GUI library you would like to use for this task.
2. Evaluate the old editor design documents.
3. Decide which parts can be reused and which ones need redesigning.
4. Start working on implementing the editor.

Our engine coders will try to assist you with all these steps :-) Now we just need a brave volunteer.

Team structure: (only currently active members listed!)
Phoku - engine designer & coder
Zahlman (yes, the one from gamedev.net ;-)) - engine coder
Sky0 - engine coder
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 responsible for the news updates @ FIFEngine.de, the project wiki and to provide the official and unofficial win32 packages.

Website:
Homepage
Development wiki
Getting started guide for interested developers
Doxygen code documentation
Design documents
Developer blog

Current release:
FIFE 2007.0 Win32 (official release)
FIFE 2007.0-r1 src package (official release)

Ways to contact the team:
IRC channel: irc.quakenet.org | #fife
eMail: [url=mailto:mvBarracuda@web.de?subject='Interested in FIFE']mvBarracuda@web.de[/url]
icq: 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. We hope to be able to provide better looking free maps as soon as the editor is in a somewhat usuable state :-)

To give you an impression about the status of the project we took sample screenshots of the current release (using the Fallout and our custom XML maps):

One of our free XML maps from the 2007.0 release:
Image

Fallout 2 Arroyo map using the new FIFE GUI code:
Image

A very early prototype version of the old editor that was seriously misdesigned:
Image

FIFE can handle different resolutions in spite of the original Fallout engine:
Image

The OpenGL renderer supports alphablending:
Image

Feedback:
Feel free to add whatever feedback you like :-) Critics will help us to improve the project.
Last edited by mvBarracuda on Mon Oct 15, 2007 12:30, edited 1 time in total.

mvBarracuda
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FIFE sends an SOS - A call for help

Postby mvBarracuda » Sun Feb 18, 2007 23:18

Welcome to yet another FIFE news update, this time it's a rather important one. You've prolly already noticed that there was not much SVN activity after the last official release last month. Phoku is busy with his exams and jobs and won't have time for FIFE in the next couple of months. As everyone who's still left on the team seems to be incredibly busy too I want to send an SOS to all FIFE fans out there.

There were no major code additions to our Subversion repository since about one month. So if no wonder happens this phase of slowdown will probably last for several months. We know that nobody is eagerly awaiting to join a team that is in a massive slowdown but our aim was to be always honest about the status of the project. If you know any developer who could help out and would be interested to work on FIFE: don't hesitate to send us a message to our mailing list: fife-public@lists.sourceforge.net

We're in the desperate need of experienced C++ coders who are interested in working on the engine or the editor. If we won't be able to attract new contributors we'll make no big steps forward in the development for the next several months. There is a list with tasks to address for interested developers:
https://mirror1.cvsdude.com/trac/fife/engine/report/1

Furthermore you should read our getting started guide for developers to find out about the basics of FIFE:
http://wiki.fifengine.de/index.php?titl ... ng_started

Last but not least there are also some small signs of hope for the FIFE team. We got two new interested developers on team: labrat and shales. Labrat currently works on a general solver interface and wants to integrate the Micropather pathfinding library into FIFE:
http://www.grinninglizard.com/MicroPather/

Shales works on color-keying for the SDL renderer to speed up the transparency effects with software rendering. But both new developers are rather busy with their real life so their enlistment alone won't help to boost our progress significantly. We hope that someone hears this call for help :-)

Last but not least we're planning to restructure our wiki. mvBarracuda already started to overwork the wiki frontpage and planned more important changes for the next weeks. We would like to get some feedback from the community how they like the new wiki structure and what could be improved:
http://wiki.fifengine.de

See you at the next development update and I hope we can bring you better news next time.

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Postby mvBarracuda » Mon Mar 05, 2007 23:23

Phoku revealed the roadmap for the next FIFE releases today and we're planning a GFX contest entitled "Send them in!". You can read about all the details @ our developer blog:
http://mirror1.cvsdude.com/trac/fife/en ... 3/05/08.17

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Postby mvBarracuda » Sun Mar 11, 2007 18:25

Just wanted to announce that we've got a new developer on the team who's currently working to get FIFE running on Macintosh again.

If everything works out as planned, we'll already provide universal Mac binaries for the upcoming 2007.1 release :-)

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Postby mvBarracuda » Wed Mar 28, 2007 23:14

We're currently working hard to get the 2007.1 release out. Therefore we decided to release a last test build for win32 so users can get an impression what new features are coming with the new release.

Download:
http://members.fifengine.de/bin/FIFE_r988_win32.exe

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Postby mvBarracuda » Tue Apr 10, 2007 00:53

Ahh well, the work on the final fixes for 2007.1 is going extremely slow :-/ Seems like we'll need to delay the release till the end of April, if not even further.

So here is at least a new screenshot of the content that will be featured in the official 2007.1 demo map, stay tuned :-)

Image

The graphics have been taken from Reiner's tilesets:
http://reinerstileset.4players.de/

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Postby mvBarracuda » Mon Apr 23, 2007 19:32

It's done :-) After over three months of hard work, we've fixed the last issues today and released the 2007.1 milestone of FIFE. The most important improvement is the new custom map format that can be considered as stable. We created a demo map for this release for a number of reasons:
* Show the modders how the FIFE map format and specific concepts like the tilesets, archetypes and prototypes work.
* Set up a starting point for modders so they can get into the world of FIFE more easily.
* Create something that looks totally unFallouty to get away from the "FIFE-is-just-a-Fallout-emulator"-image. Welcome to the Isle of FIFE :-)

Here is a screenshot of our new demo map, using graphics from Reiner's Tilesets:
Image

New features since the 2007.0 release:
* Stable custom XML map format for FIFE including our demo map to show the new features and syntax of it :-)
* FPS limiter (can be set in fife.config) to save important CPU time for future tasks (AI, pathfinding, etc.)
* Tile and object coordinates can be displayed (press "c")
* Color key overriding for Fallout transparency effects (see content/gfx/fallout_overrides.xml)
* Fixed DAT1 decoding code (bug was introduced with the DAT1 rewrite)
* Major map model classes have been exported to Lua and are now accessable via the console
* Map size dependant, configurable geometries
* Colorkeying for the SDL renderer
* Add custom VFS sources via vfs.addSource (see content/etc/vfs_sources.txt)
* Increased startup speed with FO2 DAT files
* Enhanced camera with support for multiple viewports (see content/scripts/demos/map_control.lua)
* Built against SDL_image 1.2.5 and guichan 0.61 now (Win32 binaries)

Get the win32 package here:
http://downloads.sourceforge.net/fife/FIFE_2007.1_win32.exe

Get the src package for linux, mac and kind of other POSIX systems here:
http://downloads.sourceforge.net/fife/FIFE_2007.1_src.tar.bz2

Install guide:
1. Unpack
2. Read README.txt

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Postby mvBarracuda » Sat May 19, 2007 18:40

The last weeks were quite busy for the majority of the team members so there was we've published no news update since the release of the 2007.1 milestone about 4 weeks ago. Now we've found some time over the weekend to summarize all the events that happened in the last weeks to give you can overview about the current status of the project.

The full article can be found at the developer blog and covers a bunch of topics including some remarks about the feedback concerning the recent release, news about the upcoming universal binaries for Macintosh systems, an update about the SVN and wiki restructuring process and the reintroduced MSVC 2005 and new KDevelop support for FIFE. Have a nice read :-)

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Postby mvBarracuda » Fri May 25, 2007 22:22

Image

About FIFE
FIFE is an open source 2D engine that aims to become a whole framework for the creation of cross platform (Linux, Mac, Win32) roleplaying games. Although we are having trouble getting the development started on the editor, we aim to include modding tools in future FIFE releases. The project is in development for almost 21 months now (ohh, we're getting old :-/) and we did release several public milestones of the engine over this time.

The latest release, entitled FIFE 2007.1, shipped about one month ago and features our first larger custom map for FIFE. The engine supports some of the assets of the Interplay RPG classics Fallout 1 & Fallout 2. The Fallout assets served as test content for the engine but we've moved away from our Fallout roots over the last year and FIFE is slowly becoming a general purpose 2D RPG engine, suitable for the creation of all kind of roleplaying games.

Here is an impression of our demo map that shipped with the 2007.1 release:
Image

About the contest
The demo map shown above was created with free graphics from Reiner's tilesets site. We're trying to build a community around FIFE and we're also of course trying to get them involved in the project. A first step into this direction is our upcoming graphics contest, called: Send them in!.

The contest will start at the first of June, 2007 and the end of it is scheduled for the first of August, 2007. There are basically four different categories in which you can take part: floor tiles, roof tiles, static & animated objects and animated characters. You can take part in more than one category but there are certain requirements for each category; if you want to win the prize of the contest, you'll need to fulfill them.

So what is the prize? FIFE programmer Phoku offers to code an (useful) ~10 man hours feature into FIFE for the winner. This is probably a good way if you're considering to use FIFE for an own project but one important feature is still currently missing in your opinion. Although there will be no monetary compensation as the whole team works in their free time on the project, we're hoping for a bunch of interested participants nevertheless.

We're aiming to use the contributions of all participants of the contest for a new demo map that will hopefully already ship with the upcoming 2007.2 release.

More information
You want to know more about FIFE and the Send them in! contest? Our project site and the development wiki are good starting points for you. Our wiki features a separate rather detailed article that is dedicated the contest. All details about the rules of the contest, license-specific issues and the different contest categories can be found there.

If you still got questions about this upcoming event, feel free to visit the team at their project irc channel or ask your questions directly at the talk page of the corresponding article. You'll need to register at the wiki to get write access. We were not keen to enforce wiki registration, but the spam attacks of unregistered bots are really getting on our nerves and waste our time that could be invested far more useful.

We want to thank every interested graphics artist who takes part to support an work in progress open source project :-)

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Postby mvBarracuda » Mon Oct 15, 2007 12:30

The position has been filled. Thanks for your interest :-)


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