mvBarracuda
October 12th, 2006, 08:24 AM
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-related project but we recognized very fast that it offers the potential to be used as a general 2D isometric engine for the development of cross platform RPGs. The engine supports the assets of the original Fallout games but it is meant to be suitable for the creation of all kind of 2D RPGs. We are focusing on the programming of the engine itself but will bundle it with an example mod. This way 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 18 months in development now and we have released four public pre-alpha versions of the engine on sourceforge / freshmeat in January & May 2006. We did recently release our last stable milestone: FIFE 2007.0. The work on the 2007.1 milestone is coming along quite well and we're currently working out the roadmap for the next two upcoming releases after that. 2007.2 & 2007.3.
Target aim:
Open source GPL v2.0 (http://www.opensource.org/licenses/gpl-license.php); 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)
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. We're searching for experienced C++ developers which want to take the challenge and work with other serious and experienced programmers. Please have a look at our code first before you apply for any 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 you 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). If you got a Subversion client installed (we suggest to use TortoiseSVN (http://tortoisesvn.tigris.org/) if you're on win32), you should definately go for the SVN checkout. The source packages tend to become outdated rather fast as they're just updated for every major milestone.
SVN sourcecode checkout:
svn co https://svn1.cvsdude.com/fife/engine/trunk/core
HTTP sourcecode download:
FIFE 2007.1 src package (http://downloads.sourceforge.net/fife/FIFE_2007.1_src.tar.bz2)
Talent needed:
Engine designer & programmer
Advanced C++ skills and engine design knowledge are required for this position as you will need to make design decision about the architecture of the engine. Experience with SDL, OpenGL or QT would be really appreciated but isn't a must. It is far more important that we find someone who can invest a serious amount of time to improve the engine design and give the development a direction.
Editor designer & programmer
Advanced C++ skills and engine design knowledge are required for this position as you will need to make design decision about the architecture of the editor. We did initially plan to use qt4 (http://www.trolltech.com/products/qt) for the editor, however our old editor programmer went absent without official leave :-/
So we decided to leave the decision which GUI library to use for the editor to the programmer who wants to work on it. Some possible choices are:
Qt4 (http://www.trolltech.com/products/qt)
CEGUI (http://www.cegui.org.uk/)
WxWidgets (http://www.wxwidgets.org/)
Guichan (http://guichan.sourceforge.net/)
As long as it's open source and works cross platform (Linux, Win32, Mac) we're fine with whatever library you choose :-)
It's hard to define a good starting point for the editor programmer, however he should be familiar with the engine code itself to understand the way the engine works and adopt this concept for the editor.
One possible starting point would be to have a look at the recently finished map format design document and the archetypes concept:
FIFE XML map format design document (http://wiki.fifengine.de/index.php?title=Map_Format)
Archetypes concept (http://wiki.fifengine.de/index.php?title=Archetypes)
Team structure: (only currently active members listed!)
Phoku - engine designer & coder
Sky0 - engine coder
Jasoka - 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 (http://www.fifengine.de), the project wiki and to provide the official and unofficial win32 packages.
Website:
Homepage (http://www.fifengine.de)
Development wiki (http://wiki.fifengine.de)
Getting started guide for interested developers (http://wiki.fifengine.de/index.php?title=Getting_started)
Doxygen code documentation (http://docs.fifengine.de)
Design documents (http://wiki.fifengine.de/index.php?title=Category:Design_Documents)
Developer blog (http://blog.fifengine.de)
Roadmap for the upcoming releases (http://roadmap.fifengine.de)
Current release:
FIFE 2007.1 Win32 (official release) (http://downloads.sourceforge.net/fife/FIFE_2007.1_win32.exe)
FIFE 2007.1 src package (official release) (http://downloads.sourceforge.net/fife/FIFE_2007.1_src.tar.bz2)
Ways to contact the team:
IRC channel: irc.quakenet.org | #fife
eMail: mvBarracuda@web.de (mailto:mvBarracuda@web.de?subject='Interested in FIFE')
icq: UIN -> 98600423 (http://www.icq.com/whitepages/wwp.php?to=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):
Split personality. The new multiple cameras feature (http://wiki.fifengine.de/images/3/33/2007.1.001.jpg)
Welcome to the New California Republic! (http://wiki.fifengine.de/images/9/95/2007.0-r1.002.jpg)
FIFE offers a console interface to debug your games with (http://wiki.fifengine.de/images/c/cb/2007.0.002.jpg)
One of our custom XML maps with placeholder gfx (http://wiki.fifengine.de/images/1/10/2007.0.003.jpg)
Transparency for roof tiles (http://wiki.fifengine.de/images/a/ad/Prototype1_010.jpg)
Feedback:
Feel free to add whatever feedback you like :-) Critics will help us to improve the project.
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-related project but we recognized very fast that it offers the potential to be used as a general 2D isometric engine for the development of cross platform RPGs. The engine supports the assets of the original Fallout games but it is meant to be suitable for the creation of all kind of 2D RPGs. We are focusing on the programming of the engine itself but will bundle it with an example mod. This way 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 18 months in development now and we have released four public pre-alpha versions of the engine on sourceforge / freshmeat in January & May 2006. We did recently release our last stable milestone: FIFE 2007.0. The work on the 2007.1 milestone is coming along quite well and we're currently working out the roadmap for the next two upcoming releases after that. 2007.2 & 2007.3.
Target aim:
Open source GPL v2.0 (http://www.opensource.org/licenses/gpl-license.php); 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)
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. We're searching for experienced C++ developers which want to take the challenge and work with other serious and experienced programmers. Please have a look at our code first before you apply for any 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 you 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). If you got a Subversion client installed (we suggest to use TortoiseSVN (http://tortoisesvn.tigris.org/) if you're on win32), you should definately go for the SVN checkout. The source packages tend to become outdated rather fast as they're just updated for every major milestone.
SVN sourcecode checkout:
svn co https://svn1.cvsdude.com/fife/engine/trunk/core
HTTP sourcecode download:
FIFE 2007.1 src package (http://downloads.sourceforge.net/fife/FIFE_2007.1_src.tar.bz2)
Talent needed:
Engine designer & programmer
Advanced C++ skills and engine design knowledge are required for this position as you will need to make design decision about the architecture of the engine. Experience with SDL, OpenGL or QT would be really appreciated but isn't a must. It is far more important that we find someone who can invest a serious amount of time to improve the engine design and give the development a direction.
Editor designer & programmer
Advanced C++ skills and engine design knowledge are required for this position as you will need to make design decision about the architecture of the editor. We did initially plan to use qt4 (http://www.trolltech.com/products/qt) for the editor, however our old editor programmer went absent without official leave :-/
So we decided to leave the decision which GUI library to use for the editor to the programmer who wants to work on it. Some possible choices are:
Qt4 (http://www.trolltech.com/products/qt)
CEGUI (http://www.cegui.org.uk/)
WxWidgets (http://www.wxwidgets.org/)
Guichan (http://guichan.sourceforge.net/)
As long as it's open source and works cross platform (Linux, Win32, Mac) we're fine with whatever library you choose :-)
It's hard to define a good starting point for the editor programmer, however he should be familiar with the engine code itself to understand the way the engine works and adopt this concept for the editor.
One possible starting point would be to have a look at the recently finished map format design document and the archetypes concept:
FIFE XML map format design document (http://wiki.fifengine.de/index.php?title=Map_Format)
Archetypes concept (http://wiki.fifengine.de/index.php?title=Archetypes)
Team structure: (only currently active members listed!)
Phoku - engine designer & coder
Sky0 - engine coder
Jasoka - 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 (http://www.fifengine.de), the project wiki and to provide the official and unofficial win32 packages.
Website:
Homepage (http://www.fifengine.de)
Development wiki (http://wiki.fifengine.de)
Getting started guide for interested developers (http://wiki.fifengine.de/index.php?title=Getting_started)
Doxygen code documentation (http://docs.fifengine.de)
Design documents (http://wiki.fifengine.de/index.php?title=Category:Design_Documents)
Developer blog (http://blog.fifengine.de)
Roadmap for the upcoming releases (http://roadmap.fifengine.de)
Current release:
FIFE 2007.1 Win32 (official release) (http://downloads.sourceforge.net/fife/FIFE_2007.1_win32.exe)
FIFE 2007.1 src package (official release) (http://downloads.sourceforge.net/fife/FIFE_2007.1_src.tar.bz2)
Ways to contact the team:
IRC channel: irc.quakenet.org | #fife
eMail: mvBarracuda@web.de (mailto:mvBarracuda@web.de?subject='Interested in FIFE')
icq: UIN -> 98600423 (http://www.icq.com/whitepages/wwp.php?to=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):
Split personality. The new multiple cameras feature (http://wiki.fifengine.de/images/3/33/2007.1.001.jpg)
Welcome to the New California Republic! (http://wiki.fifengine.de/images/9/95/2007.0-r1.002.jpg)
FIFE offers a console interface to debug your games with (http://wiki.fifengine.de/images/c/cb/2007.0.002.jpg)
One of our custom XML maps with placeholder gfx (http://wiki.fifengine.de/images/1/10/2007.0.003.jpg)
Transparency for roof tiles (http://wiki.fifengine.de/images/a/ad/Prototype1_010.jpg)
Feedback:
Feel free to add whatever feedback you like :-) Critics will help us to improve the project.