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[UPDATE] 19-month established RPG project seeking Lua programmer, 2D artists

Started by Roots Jan 5, 2006 at 6:30 AM 17 replies 5.6k views
Original Post
Roots
Roots
>>>>> Job Positions Update <<<< We are eager to hire an experienced Lua programmer for our project and more pixel artists. Since the original posting in this thread, we have added two new C++ developers and two new pixel artists, but we still need our staff of 16 to grow. Tonight, we have release a development wiki containing nearly all the information about the kind of work you will be doing. See the following wiki links relevant to each position below. Lua Programmer Summary of work Lua C++ Interface to-do list Quick Beginner's Guide to our Game Engine Pixel Artist Artwork Design Standards List of Current Artwork Being Produced Terrain Artist Battle Terrains That Need to be Done Design Constraints on Battle Terrains Again, to apply to any of these positions please send e-mail to jobs_AT@allacrost_DOT.org and include the following information - A little infomation about yourself and who you are - Background knowledge and experience - Your availability (even if only a few hours a week, we will still consider you) - Demonstration/proof of your skills (links to past projects, sample code/art you've done, etc.) - Why you want to work for the Allacrost project (The original post follows below.)
Hero of Allacrost
Team Name The Allacrost Project Project Name Hero of Allacrost Brief Description Hero of Allacrost is a single-player, 2D RPG. The game is modeled after SNES-era RPGs like Final Fantasy VI and Chrono Trigger, but we have implemented our own flair of modern features and graphics. We are a well-established project and have been around for over 18 months now. Target Aim Allacrost is cross-platform and will be available on all flavors of Linux, BSD, Windows, Mac OSX, and whatever else we can compile it on. It is also designed to support multiple languages, from English to Portugese to Japanese. Additionally, the game is not-for-profit and open-source, licensed under the GPL. We are aiming for as broad of a target audience as possible, and hope that people from all walks can enjoy this game. This game will be of special interest to those who favor gameplay and story more than state-of-the-art 3D graphics. Compensation Because we will not collect any revenue for this game, we cannot offer you financial compensation. However, all of the current staff are quite content with putting forth their efforts into what we believe will someday be a great game to share. [smile] About the Team and Current State of the Game Staffing Our current staff count, although some are currently on hiatus > Programmers: 5 > Artists: 6 > Composers: 2 > Web Designer: 1 Art: I won't lie, we are hurting for artwork as several of our artists are on very tight schedules right now. I've even been starting to make place-holder art myself. I suck, but I'm getting better at it. [lol] Programming: In the programming department, we are coming along quite nicely (our code base increased 6x from August to December last year). However we are still in need of additional help to lighten the burden on our existing development team. Music: The music department is well-staffed and has been producing numerous quality sample tracks for months, so no help is needed there. [smile] General Team Information Communication and feedback are a big thing on our team and everyone is encouraged to comment on any work or ideas that are shared. We are very flexible with our work schedules and loads. All that we ask for is for people to give up what time that they can afford to. If a staff member becomes disinterested in what they are currently doing, I'm willing to assign them something new that they wish to work on. Current State of the Game The game is currently playable, but you can't do much yet (the focus up until now has been on the engine, and now we are finally able to begin focusing more on the game). We missed a goal a few months ago to release new screenshots because the artwork simply wasn't available. Currently the programming team is working towards releasing a playable demo, artists are working toward providing the artwork for the new screenshots, and composers are preparing for our first release. We're also working on a new design for our website, which I admit has been neglected lately. Technology We don't have any requirements for artists, musicians, or developers to use any specific tools, as long as it gets the job done. Allacrost uses the following languages and APIs: Programming Language: C++ Data/Scripting Lanuguage: Lua Low-level general access API: SDL Graphics API: OpenGL Image library: DevIL Audio API: OpenAL Text rendering: SDL_ttf GUI for map editor: QT3 Our programming staff concurrently develop on Linux, Windows, and Mac OS X and Hero of Allacrost presently runs on all three of these platforms. Talent Seeking 1. C++ Programmers (as many as three) We have been writing our own engine from scratch and have completed the majority of it. What we now require are additional programmers to help in the following areas: > Audio Engine Re-design (using OpenAL) > Map Editor / Design Tools (uses QT3) > Data and Scripting Engine Advanced Features (you should be experience with C++ and Lua interaction for this one) > General game code that uses the engine, which includes: - Boot menu, credits loading, etc. - Main in-game menu for character management - Assisting with map processing, dialogues, map AI - Assisting with battle processing, effects generation, etc. Our code is very well-structured and the team is very communicative about our design ideas. As a programmer, it is important that you can communicate with the team (we don't want any "lone-wolves" on our team, sorry). You are expected to comment your code well and, eventually perhaps, write documentation on how to use it as well. Code and Documentation Examples Hero of Allacrost - Developer's Quick Start Guide This gem teaches all of the fundamental information a programmer needs to know to use the Allacrost engine and how the engine operates. This includes: singleton classes, game modes, main game loop operation, processing user input, and basic usage for the audio, video, and data/scripting engine components. I highly recommend you check this documentation out if you are interested at all in working with us. Hero of Allacrost - Code Standard This is our official code standard. It may look rather restrictive at first, but we are actually rather flexible as long as your code is consistent (braces can go wherever, indentation can be as long or short as you like, etc). Hero of Allacrost - Technical Documentation This documentation was generated by Doxygen (which we use in our code commenting) and covers the entire code base head to toe. It also includes UML graphs, inheritence diagrams, and the latest snap-shot of our entire code base. 2. 2D Artists (no limit) We need as much help as we can get with creating 2D artwork. Specifically, the art you create would fit into one of the following categories: > Map tiles (32x32 pixels) > Map sprites and animation (32x64 pixels) and other map objects (trees, creatures, etc.) > Character battle sprites and animations (64x128 pixels) > Enemy battle sprites (64x64 pixels and up) > Other battle art like visual effects (fire, etc.) > Misc. art such as GUI art We maintain a high level of quality for our artwork and you can expect that the first draft of a piece you submit for review will be met with some criticism (typically, the third draft or so becomes the final, approved version). We use the PNG format for all of the artwork categories listed above. Sample Battle Artwork Sample Map Tile Artwork Sample Map Sprite Artwork Website Main site: http://www.allacrost.org NEW: Development Wiki: http://allacrost.sourceforge.net/wiki/ FAQ: http://www.allacrost.org/index.php?faq Story: http://www.allacrost.org/index.php?story Artwork: http://www.allacrost.org/index.php?multimedia-art Screenshots (these are very outdated): http://www.allacrost.org/index.php?multimedia-screen Music: http://www.allacrost.org/index.php?multimedia-music Forum: http://www.allacrost.org/forum/ Contact Information Please send e-mail to jobs_AT@allacrost_DOT.org to apply for a position. Please also include the following information in your e-mail: - A little infomation about yourself and who you are - Background knowledge and experience - Your availability (even if only a few hours a week, we will still consider you) - Demonstration/proof of your skills (links to past projects, sample code/art you've done, etc.) - Why you want to work for the Allacrost project Feedback All forms of feedback are welcome and encouraged, including negative feedback as long as it's constructive. [wink] [Edited by - Roots on January 22, 2006 8:55:16 PM]
d000hg
d000hg
I'm afraid I can't help out but I just wanted to say what a great post this is - possibly the best-writtena nd most professional I've seen.

And I like your artwork samples too!
zeldafreak
zeldafreak
OpenGL? I've just started on Direct3D for C++, darn you! lol!

If you need a tools programmer, I could probably do something like that. It would be best if we could do it for C#, but I see you are trying to get it portable across systems, which I have little experience for.

I could probably make a tiled map editor... I don't know if I could do it in C++. I'm very good with LUA as a language, but when it comes with the interaction between LUA and C++ I'm not so good.

Anyway I wish you luck on this project. I wish I could help out in some way, but I lack experience. Good luck, again!

~David
http://www.xpertstudios.com/Advanced Programmer, C#Intermediate, C, Novice, C++
Roots
Roots
Quote:
Original post by d000hg
I'm afraid I can't help out but I just wanted to say what a great post this is - possibly the best-writtena nd most professional I've seen.

And I like your artwork samples too!

Thanks, it took me like a whole friggin' hour to make! [lol]



Too bad our skill sets didn't match up David. [sad] I wish you luck in whatever projects you pursue as well.
Shukitty
Shukitty
Hi, I'm a recently graduated artist, looking to build up my portfolio with a greater variety of peices. I haven't made sprites before, but I am willing to give it a try. Before I firmly commit to the idea, I wanted to try it out a bit on my own first, just to see if I can do it. I was wondering if you had any color restrictions,such as number of colors I can use and maybe a list of some specific things you might want, so I could do a little demo and see if my talents suit your needs. Thanks a lot,
Sheri
Kuro
Kuro
Quote:
Original post by zeldafreak
OpenGL? I've just started on Direct3D for C++, darn you! lol!

Just so everyone knows, knowledge of OpenGL isn't required since we've already written a graphics engine. For that matter, although OpenAL, QT3, and Lua would be huge pluses, please don't let that stop you from applying. It's not that hard to pick up new things "on the job", and we will try to match the kind of things you work on to your skillset and interests.

Sheri- Nope, there are no color restrictions :) The only restrictions are the size restrictions that Roots posted above (e.g. tiles should be 32x32), and images should be in PNG format. I'll let Roots fill you in on exactly what pieces of artwork we need...

[Edited by - Kuro on January 5, 2006 2:31:02 PM]
Roots
Roots
Quote:
Original post by Shukitty
Hi, I'm a recently graduated artist, looking to build up my portfolio with a greater variety of peices. I haven't made sprites before, but I am willing to give it a try. Before I firmly commit to the idea, I wanted to try it out a bit on my own first, just to see if I can do it. I was wondering if you had any color restrictions,such as number of colors I can use and maybe a list of some specific things you might want, so I could do a little demo and see if my talents suit your needs. Thanks a lot,
Sheri



Kuro is correct, there are no color restrictions. A good thread on our forums that goes into detail about how to make artwork for Allacrost can be read here. Although the section on map sprites is outdated, because we have since upgraded our sprite models which require less frames and animate better. [smile] If you're thinking about doing a map sprite, PM me and I can give you further details and an example if you'd like.


Doing some sample art is a great idea. In fact, almost always we require artist applicants to prove to us that they can make art in "Allacrost-style" and not just their own individual style (because game artwork needs to be consistent). Depending on what you'd like to do (tiles/sprites/map art/battle art), I could suggest topics if you'd like, or if you just want to surprise us that's perfectly fine too. [smile]


Quote:
Original post by Kuro
Just so everyone knows, knowledge of OpenGL isn't required since we've already written a graphics engine. For that matter, although OpenAL, QT3, and Lua would be huge pluses, please don't let that stop you from applying. It's not that hard to pick up new things "on the job", and we will try to match the kind of things you work on to your skillset and interests.


That is definitely true and I should have stated that in my original post. I myself knew practically nothing about game programming when I started (I had only a few years of general programming experience) and have taught myself how to use SDL, OpenAL, and Lua among other things that I hadn't even heard of before I started this project. Learning is one of the important goals of this game for the staff; We're not only making this game for enjoyment, but in the process using it to learn new skills and better existing ones.


jbadams
jbadams
As always, I'd strongly recommend this project. These guys have been working hard and making some great progress, and are dedicated to providing a quality product. If you've got the neccesary skills, please do check this one out; this is a great project, and your help certainly wouldn't go to waste on it.
- Jason Astle-Adams
Evil Booger
Evil Booger
Wow!
This is an awesome post. I wish you the best of luck.
chewy11
chewy11
i'll be a programmer, but just for the in-game stuff. I am an amatuer however, so you'll have to bear with me as i am definately not the greatest in the world if you get my drift...
Roots
Roots
Thanks for the overwhelmingly positive response everyone. I've never felt so good from posting a help wanted ad before. [lol] Anyway, I thought it might be prudent to give some information about myself, the lead developer of Allacrost, so people might feel more comfortable knowing who they may be working with.

**************************************************
My name is Tyler Olsen and I'm a 23 year-old male American. I received my bachelor of science degree in computer engineering from Purdue University in May 2004. Currently I am a graduate student of computer engineering at The University of Texas at Austin, where my research focuses on microprocessor architectures. I should be graduating with my master's of science in engineering (MSE) in either May or August of 2006. After graduating I'll either be going to work full-time for Freescale Semiconductor, a company I worked for 8 months full-time last year and will be working part-time for from next week until May, or I will be enrolling in the neuroscience program at UT Austin, pursuing a PhD in the field. (Kind of a long story how I managed to jump from computer engineering to neuroscience :).


I know a pretty broad variety of computer languages, including C, C++, Java, Perl, Python, Lua, BASH scripting, VHDL, Verilog, assembly work done in MIPS, 68HC12, PowerPC and x86, HTML, and a few others. Obviously I don't use all of those languages every day and some I know much better than others, but it does allow me to have a very diverse language base. I am also fluent in Japanese, and in my spare time translate manga under the same alias (Roots).


As for the work I do for Allacrost, in addition to being the lead developer, I'm also a programmer, writer, and sometimes an artist as well. Programming is what I spend the most amount of effort in for Allacrost, and I wrote a majority of our current code base. I had never attempted game programming before Allacrost and was embarrasingly inexperienced when we started, but I've come a long way and learned a lot (as have others on the staff), and taught myself libraries and APIs such as SDL and OpenAL. I'm also the lone author of the game's story, and another person on the staff is my editor. Allacrost actually started out as a short story before it became a game, and surprisingly enough I found out I'm not half-bad as a writer. [wink] I also dab in making artwork (both hand-drawn and pixel) from time to time, especially when our art team is under-staffed like it is right now.
**************************************************


Well you've probably heard enough about me talking about myself now. [smile] We have hired one new programmer since last night, but are still looking to grab one or two more. And we're willing to take in as many artists that can prove their talent and dedication to us as well, so I hope the applications keep rolling in. [grin] Thanks!
Cerasti
Cerasti
Just as the others say, a great post and I wish you all good luck. But I'm afraid I'm not skilled enough to help you.

[Edited by - Cerasti on January 8, 2006 8:38:24 AM]
Chad Smith
Chad Smith
Hey,
I must wish y'all the best of luck, and I will be looking foward to this project. I will follow this project to the end!


To bad, that I am not skilled enough(don't quite know enough C++ yet), and I am really busy working on a breakout clone.

Chad.
sosa222
sosa222
I am interested in being a programmer on this project. I am new to game programming, but have alot of database and financial programming under my belt. I can be reached at chrisclark22@yahoo.com.

Thanks
Roots
Roots
>>> UPDATE <<<

After receiving several applications for programmers, we have chosen two to become a part of our team. As such, I'm afraid that the only programming applications that we will consider now are those with extensive experience with Lua, as we lack someone with expertise in that language on our team. We are, however, continuing to pursue applications for 2D pixel artists.


Thanks once again for your support everyone. We've never had so many people apply in such a short period of time, it was almost overwhelming. [wink]
Kuro
Kuro
>>> UPDATE <<<

We heard from a couple of artists who said they'd like to join, but were busy at the moment. So, we are still very much looking for artists! By the way, if you are a good artist but haven't had a lot of experience with pixel art, please consider applying. One of the guys on our team started out as an artist for another project, barely knowing how to draw stick figures. But, he's worked a lot on his skills and now he's a really valuable person on our team. Also in terms of time committment, we will consider you even if you can only put in 1-5 hours per week. All of us have school and work, so as long as you don't disappear completely, we are very understanding about time committment :)

We are also still looking for one more programmer, although as Roots said, we are primarily looking for someone with experience with Lua. (Or someone with enough free time on their hands to become an expert on Lua in a matter of a few weeks :D)

Edit: Just wanted to show some of the art that's been made in the last few days. Here is a portrait of Laila (main female character) made by artist Safir-Kreuz:



And a portrait of Claudius, the main character and brother of Laila:



Also here's some preliminary work for the desert cave tileset by artist Josiah Tobin:



[Edited by - Kuro on January 23, 2006 1:36:24 PM]
Sylon
Sylon
We also need to fill a battle background artist position. That wasn't mentioned, I think.

Painting and scanning is probably the easiest way to go, but I'm not sure myself how that's to be done. Pixeling it would be very difficult, especially since the current battle sprites are very detailed and the battle BGs will be quite large.

There are lots of details about how to create the battle BGs so as with everything just make sure to e-mail roots@allacrost.org and ask for the specific requirements for the BG art.
Roots
Roots
01/22/2006 === UPDATE ===

I've edited the top of the original post to include a couple new positions that we are looking to fill now. (I didn't feel like making another thread since it takes so damn long to make a post like that [lol]). We have hired two great C++ programmers thanks to this community, and have also managed to find two talented pixel artists from elsewhere. But we are still looking to increase the size of our team.


We have released a development wiki tonight, which contains a healthy source of information about the project, including standards for artwork, music, sound, and code, code documentation, a "to-do" list of work in each department that needs to be completed, a list of our current team goals, and much more information. Even if you aren't interested in applying to be on the staff, it might be interesting for you to check it out. The location of the development wiki is:

http://allacrost.sourceforge.net/wiki/


Thanks!
Roots
Roots
Final Update

We have found someone great to fill our Lua programming position. At this time, we are no longer looking for any more programmers on our team. We are, however, still looking for artists so if that's your thing, drop us a line.


I predict that this will be the last time I update this thread, so thank you everyone for all your positive responses, to the several people who applied, and especially to the GameDev.net community for providing us with such a stellar selection of applicants. [smile] Thank you!

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