>>>>> 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]