New List of Development Tasks

A couple months ago we had a number of discussions about how to improve management on our team. One common complaint was that some people did not know what needed to be done for the next release. The solution we came up with was to have a check list of all tasks that need to be done for each release. This wiki page has been private and viewable only to the team for the past two months. Today, we're making it public and you can check it out here.

Allacrost Demo 1.0.0 Task List
Warning: the contents of this wiki page contain many spoilers for the next release

This page is still not finalized, but most of the tasks for code, artwork, music, sound, story, maps, and game design are all there. The reason we have made this public is to hope that it makes it easier for outsiders to contribute something useful that we need. Many (but not all) of these tasks are already entered on our bug tracker/task manager. This may seem redundant, but its a lot easier to read through a single wiki page to get a general sense of everything that needs to be done than it is to view a large number of tasks on the bug tracker.

So take a look at the page (if you aren't worried about being spoiled for the next release) and if there's something on there that you think you can do, go ahead and tackle it yourself. The more people help out, the sooner the next release will happen. Oh and by the way, we are still very much in need of programmers and managers to join our team. We currently have only three active programmers. That really, really hurts. If we could bring that number up to eight (or higher), it would mean the world to us in the programming department right now. So please lend us a hand if you can afford the time, we need the help especially bad right now. Thanks!

E-mail/account issues with online services

For several weeks we've been having e-mail issues. Specifically, none of our online services seem capable of sending e-mail. That means things like account registration, password retrieval, and other services are all affected. As far as I know you can still create an account with all of our services but you won't receive any e-mail from them when you register. Its really annoying and for that I apologize. We've been plagued with all kinds of online issues in the last six weeks due to lack of maintenance. We're trying to address the most urgent ones as soon as possible, but we simply don't have the bandwidth to solve every issue right now. Our programmers are the ones that end up fixing all these issues and when we're working on the site/wiki/whatever instead of the game, that means it costs us extra time to get to our next release.

That's part of the reason why we are so desperate for a team manager right now, as part of their responsibility is to handle these issues. Not having a team manager for several months is what got us in this position in the first place, and it really hurts when we don't have one around. Unfortunately we still haven't had anyone apply for the position since we announced it last week. So until we get a manager on this team, these sorts of problems will likely continue to be unresolved. To end this post on a positive note, we've hired three new programmers to the team recently and are still receiving applications for those positions.

OS X Demo 0.2.2 Release Package Fixed

Up until now the dmg file we had provided for the Demo 0.2.2 release did not run on Tiger. All the issues have now been worked out :) , so please give the updated package, available as usual from SourceForge, a try. Allacrost (and the Editor) should now run on both Tiger and Leopard.

Rebuilding the team

Once again we are looking for interested individuals to join our team. The size of our programming team has greatly diminished over the past few months and we really could use the extra help. We're looking to hire anywhere between 5 and 6 C++ programmers this time, which will double the size of our current programming department. As I mentioned in my blog entry about a week ago, we're trying something very different with our programming team than what we used to do. Requirements are at least an intermediate level of experience with C++ and the ability to communicate effectively and work within a team. Knowledge of Lua, OpenGL/OpenAL, and prior game development experience is preferred, but not required.

We're also looking to hire two team managers. We have no managers on the team right now and it really puts a lot of strain on our team, especially the programmers who usually pick up the slack under these circumstances. The role of team manager is not apparent so let me explain what we expect our managers to do. They do not just manage the team, but actively contribute to the game content as well. Responsibilities include designing maps, organizing game media, keeping track of the team's progress, administration of our online services, and writing scripts to direct scenes and actions in the game. I personally think its a really cool position because you take the code, art, music, and other content that have been produced and put it all together, kind of like directing a film. Its perfect for someone who is interested in game development but does not have the skills to create the art or code on their own.

If either of these two positions sound interesting to you, please head over to our Contribute page to find out how you can get involved with the project. I'd like to also mention that in the near future we are going to be seeking additional pixel artists and foley (sound) artists. The reason we're not directly recruiting for those positions now is that it can get pretty hectic during recruitment periods and we want to make sure we have the time to speak to everyone who is interested in joining us. However if you are a pixel or foley artist and know you really want to join this team, feel free to apply now anyway.

Thanks!

Showing off the editor

Toying with the Hero of Allacrost 0.2.2 Editor from qubodup on Vimeo.

A member of our community, qubodup, created this cool video showing off what the editor can do. As you can see, while it's quite capable at the moment, there is still a lot of work to be done.

I'd also like to mention the creation of a team blog. It will focus mostly on the development of Allacrost and how things are going, but may also branch off onto topics concerning our team members. You can find the link to the blog on the left hand side of the page.

The Intent of the Allacrost Editor

I want to take a moment to briefly inform you of what our intentions are with our editor. Initially, our sole purpose for it was to create and edit map files. As our project matured however, we realized we needed it to be capable of much more. We refer to the editor as a "game editor" rather than simply a "map editor" because it will eventually support a very diverse set of features. Here are a few.

  • Create/modify characters, NPCs, and enemies
  • Create/modify properties of existing inventory items/weapons/armor
  • Create/modify skills that are used in battles
  • A browser for all game images
  • An audio player for all game music and sounds

To put it simply, virtually all content that goes into the game will be able to be either viewed, created, or modified from within this editor program. Most of what the editor will one day do we currently perform ourselves by hand. You need to have an intimate knowledge of how everything works together in order to edit or create this data correctly. The editor will eliminate that requirement, allowing anyone the ability to create or edit game content. It is our hope that this will be able to get more people involved in the game-making process, and perhaps we will be able to leverage this when we begin the delicate process of balancing the game.

There is one more important item we need to mention. The OS X release file for Demo 0.2.2 has been updated on Sourceforge. Two things were changed. First there was an issue reported with the demo not working correctly on PowerPC machines. This has now been fixed. Second, the content files (image, music, etc.) are now shared between the game and editor. They were not shared in the first iteration of this release, which drastically increased the size of the download by almost 2x and made it more difficult to use the editor to edit existing game content (you had to copy the modified editor data files over to the game data file location). If you intend to try using the editor to make changes to the game or have a PowerPC machine, you'll want to re-download the new OS X release file. Otherwise, your current install should be sufficient.

Completed updating the website

If you are an older visitor you might have noticed that the page you are looking at now is completly different from what you are used to see. As Roots explained in "Pardon the mess..." we are in the progress of cleaning up and updating various things. As of now both the website and the wiki have been fixed.

If you have any troubles with the website or come across anything that you think need fixing, please notify us through the forum. Our thanks in advance.

Pardon the mess...

The Windows release has been updated tonight so that you no longer need to download the two DLL files that were mentioned on the Download page previously. Sorry for the short-term inconvenience that this may have caused some of you.

We're in the process right now of cleaning up a lot of outdated and incorrect content on both our website and our wiki. We've been having numerous technical issues with both lately, so first we have to fix these problems. The wiki currently does not allow anyone to successfully edit a page and the website has numerous problems with its administration capabilities. The reason we're telling you of this is to ask in advance for your patience to please "pardon our dust" as we fix these problems and get our online services up-to-date once again. You may see random errors or other odd behavior during this period, so please just ignore any mess that you may stumble upon. Thanks!

Suprise! A new release

Tonight we're pleased to bring you the fourth release of our demo, version 0.2.2. This is not the "grand" demo that we had announced we were working on late last year. The purpose of this release is to make our game editor officially available. The editor was used to produce every playable version of Allacrost that we have made available. We felt that it was time to make it available to everyone else as well. From now on, all future releases of Allacrost will include this editor.

Please read the Download page for download and installation instructions. There are a few important notes about this release that you'll need to read, otherwise running the program may not work. As usual, the downloads for windows, OS X, and Linux/source can be found on our sourceforge page. There is also a Debian package available, with FreeBSD and others soon to follow.

The demo remains largely the same as it was in our previous release (0.2.1), so don't expect anything to be dramatically different. Changes in this release include the following:

  • The Allacrost editor is now included
  • Player now has ability to go inside structures
  • Various minor fixes and updates

Part of the reason for this release is that our editor, for the most part, has been a one man show since the beginning. Huge kudos go out to Phil Vorsilak (gorzuate) for continuing to work on the editor so adamantly for all these years. For several months we tried to get him some help, but not many people were interested in working on an application that up until now has remained completely internal. So we are hoping by releasing our editor (which is far from being complete), we'll get people more interested in contributing to it.

We actually have a lot more to announce, but we'll save it for subsequent posts. Keep an eye on the website for more updates in the next few days. Thanks for playing!

A long overdue update

Its been a few months since our last update on the site. Sorry about that. I'm currently the only one who writes these site updates and I have just returned from a large break from working on Allacrost. Here's an update on the state of this project.

First I'll talk about the team. Many people, including myself, have been inactive or minimally active for the first half of this year. I can't speak for everyone's reason for this, but for me personally I needed a break. I had been working hard on Allacrost for over 3 years without a break and it was eating away all of my time. I have begun working on Allacrost regularly again in the past 2-3 weeks, but I also have a new hobby and lifestyle that will prevent me from putting in the amount of time that I used to for this project. Over the long term I'm hoping that there will be more distributed leadership in our team and less reliance on a single lead (myself). I think we're well on our way to that future though as many individuals on this team have already begun stepping up.

Obviously because a large portion of the team has been on downtime, we haven't been making much progress in the past months. This has lead some to question the project's future. Go ahead and read the forum thread in the link to find out the answer to that question. We continue to make progress on Allacrost, its just been slower than usual. On that note, we celebrated the end of the fourth anniversary of this project earlier this month.

Lastly, we have a surprise for you all that we've been working on for several weeks now. I don't want to spoil the surprise, but I will say that its something brand new to the Allacrost experience and will play a large part in this project in the years to come. It's near completion now, though I don't want to predict a release date. I hope we'll have it finished up by the end of next month though, so stay tuned.

Syndicate content