[Modders Wanted] The Council of Modders

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niektb

Recruit
Hello everyone!


Let my briefly explain some backgrounds before moving up to the available jobs.
0 A.D. is created by Wildfiregames known for their Rome at War mod for AoK. Initially it was a mod for AoK and closed-source but soon they encountered the limits of the engine and decided to create an engine of their own: Pyrogenesis. In the following years dev speed slowed down and the project almost died out. Till a few years ago when they decided to open their doors and make the project fully open-source. Now the project is daily updated and every few months there is a new release and is fully community-driven (even the devs are mostly recruited from the crowd, except veterans like the current project lead)

20130929112248-Gallic_Fields.jpg


0 A.D. aims to combine features and gameplay elements from the good ol' strategy games (like RoN, AOE, C&C, Starcraft and BfME) and therefore feels a lot like them when playing the game.
CoM builds on top of it and brings 0 A.D. to other time spans like the Medieval Ages, and creates optional (likely to be implemented with on/off checkboxes) realism gameplay features and has already a huge wishlist in that area.

Now to The Council of Modders (CoM):
This Council was formed up of three small modding teams: Aristeia (about the bronze age), Millennium A.D. (about medieval times) and a (currently) unnamed mod about the Roman Republic. CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects.

Since we had some unfulfilled jobs we decided to pick a few modding sites to promote our Council and try and attract a few guys.
The available jobs:

If you are a community member of the Wildfire
games' forum, you might already had noticed that a
new modding team is being formed, which consist
of a few old modding teams. The merge process
being almost finished, we discovered that we could
use a few additional hands to help us in modding
several aspects of game, with the ultimate goal the
create an enormous mod pack targeting 0 A.D. in an
as large as possible timeframe.

Yes, indeed, this is a quite ambitious goal,
but with your help I (and with me the rest of the Council)
am sure that we will manage to achieve it!

Let me now explain in what area's you could help us
out. We are currently looking for persons capable of
fulfilling the following jobs:

Researchers, 3D artists, programmers, Scenario
designers, Playtesters & balancers and finally 2D
Artists.

Researcher:
A game falls or stands with information. Without, it
is impossible to create a historically accurate game
like 0 A.D. aims to be. Therefore we need people
who like to dig in history and come up with
information, plans to get that information
implemented in the right way and finally provide
references for the artists around. As already said,
we like to get a large timespan so you will get
acquainted with all kinds of history and learn lots of
it.

3D artist:
In case of 3D artist we have two kinds of jobs:
Animators:
Animations are needed to get a dynamic moving
game. Imagine a game with only static puppets
moving around! No one wants to play that! We need
therefore people who like to animate all kinds of
objects, including ships, animals and units.
Modelers:
Beside animators we do need persons creating the
3D object itself, before it gets animated or textured
or something. Modelling a variety of objects you
need to follow the references provided by the
researchers (or get them yourselves if you like to do
so) and get it usable for the other team members.
Actually you provide a fundamental base for the
game to get playable.


Programmer:
Modding includes programming. Therefore we need
additional programmers capable of JS-scripting in
various aspects of the game. Think of programming
completely new gameplay features but also
creating technologies, auras, modifying templates
and creating Random Map Scripts and possibly AI
scripting. It even is allowed to create your own glsl
shaders if you like to!

Scenario Designer:
Of course we like to feature some scenarios of our
own specifically created for our own projects. It is
also possible to create Random Maps in
collaboration with the programmers.

Playtester / Balancer:
To get a nice, playable game we need playtesters.
They are there to improve the game's playability
and eventually come up with ideas for gameplay
features in collaboration with the researchers. It is
also a possibility that it is needed to adjust some
stats yourselves. For this you'll need a basic
knowledge of XML (which is very easy to learn I can
tell you)

2D artist:
2D artists can choose between various assignments
in the following areas:
Conceptual artist:
Being a conceptual artist you'll pick up references
and create concepts for it to be used by the 3D
modelers. It is also allowed to search for references
yourselves or collaborate with researchers in doing
so.
2D designer:
2D designers take care of the UI. Think of designing
new buttons, drawing wallpapers and everything
you like to do to improve the GUI and create a lot of
other art.


The list has now come to an end. Nothing is
prohibited and everything is permitted in our
Council. If you feel that your function is not listed
above: feel free to ask if we need you. If you feel
you're not skilled enough to apply: we are there to
help you improving your skills and get them good
enough for you to be part of our team. If you do not
exactly match a jobs description: no problem,we
can use every hand to help us, also hands that are
not able to (or do not like) certain parts of the jobs.
On the other hand: if you might want to fulfill more
than one job, you're welcome.

To summarize: Everyone who is interested, whether
he is capable or not, unable to spend much time or
not, is allowed (or even better: asked) to apply!
To apply, send me a PM or reply at this topic.

Some links with more info on 0 A.D. and The Council of Modders:
http://play0ad.com/
http://www.wildfiregames.com/forum/index.php?showforum=436
 
Grabbed a code sample for interested programmers. Well, good news for HTML people.

<Entity parent="template_unit_champion_cavalry">
  <Armour>
    <Hack>4</Hack>
    <Pierce>5</Pierce>
    <Crush>6</Crush>
  </Armour>
  <Attack>
    <Ranged>
      <Hack>30.0</Hack>
      <Pierce>30.0</Pierce>
      <Crush>0.0</Crush>
      <MaxRange>56</MaxRange>
      <MinRange>0.0</MinRange>
      <ProjectileSpeed>50.0</ProjectileSpeed>
      <PrepareTime>1200</PrepareTime>
      <RepeatTime>2000</RepeatTime>
      <Spread>1.2</Spread>
      <Bonuses>
        <BonusPrimary>
          <Classes>Infantry Bow</Classes>
          <Multiplier>2.0</Multiplier>
        </BonusPrimary>
        <BonusSecondary>
          <Classes>Cavalry Sword</Classes>
          <Multiplier>1.5</Multiplier>
        </BonusSecondary>
      </Bonuses>
    </Ranged>
  </Attack>
  <Cost>
    <Resources>
      <food>100</food>
      <wood>70</wood>
    </Resources>
  </Cost>
  <Identity>
    <Classes datatype="tokens">Ranged Javelin</Classes>
    <GenericName>Champion Cavalry Skirmisher</GenericName>
    <Tooltip>Classes: Champion Ranged Cavalry Skirmisher.
Counters: 2x vs. Archers, 1.5x vs. Cavalry Swordsmen.
Countered by: Spearmen and Elephants.</Tooltip>
  </Identity>
  <Obstruction>
    <Unit radius="1.0"/>
  </Obstruction>
  <Sound>
    <SoundGroups>
      <select>actor/fauna/animal/elephant_select.xml</select>
      <order_walk>actor/fauna/animal/elephant_order.xml</order_walk>
      <order_attack>actor/fauna/animal/elephant_attack.xml</order_attack>
      <attack>actor/fauna/animal/elephant_attack.xml</attack>
      <death>actor/fauna/animal/elephant_death.xml</death>
      <trained>actor/fauna/animal/elephant_trained.xml</trained>
    </SoundGroups>
  </Sound>
  <UnitMotion>
    <WalkSpeed>14.0</WalkSpeed>
    <Run>
      <Speed>28.0</Speed>
      <Range>1000.0</Range>
      <RangeMin>10.0</RangeMin>
    </Run>
  </UnitMotion>
</Entity>
 
ElPadrino said:
Looks nice  :grin:

Thanks!  :smile:

Belendor said:
Grabbed a code sample for interested programmers. Well, good news for HTML people.

<Entity parent="template_unit_champion_cavalry">
  <Armour>
    <Hack>4</Hack>
    <Pierce>5</Pierce>
    <Crush>6</Crush>
  </Armour>
  <Attack>
    <Ranged>
      <Hack>30.0</Hack>
      <Pierce>30.0</Pierce>
      <Crush>0.0</Crush>
      <MaxRange>56</MaxRange>
      <MinRange>0.0</MinRange>
      <ProjectileSpeed>50.0</ProjectileSpeed>
      <PrepareTime>1200</PrepareTime>
      <RepeatTime>2000</RepeatTime>
      <Spread>1.2</Spread>
      <Bonuses>
        <BonusPrimary>
          <Classes>Infantry Bow</Classes>
          <Multiplier>2.0</Multiplier>
        </BonusPrimary>
        <BonusSecondary>
          <Classes>Cavalry Sword</Classes>
          <Multiplier>1.5</Multiplier>
        </BonusSecondary>
      </Bonuses>
    </Ranged>
  </Attack>
  <Cost>
    <Resources>
      <food>100</food>
      <wood>70</wood>
    </Resources>
  </Cost>
  <Identity>
    <Classes datatype="tokens">Ranged Javelin</Classes>
    <GenericName>Champion Cavalry Skirmisher</GenericName>
    <Tooltip>Classes: Champion Ranged Cavalry Skirmisher.
Counters: 2x vs. Archers, 1.5x vs. Cavalry Swordsmen.
Countered by: Spearmen and Elephants.</Tooltip>
  </Identity>
  <Obstruction>
    <Unit radius="1.0"/>
  </Obstruction>
  <Sound>
    <SoundGroups>
      <select>actor/fauna/animal/elephant_select.xml</select>
      <order_walk>actor/fauna/animal/elephant_order.xml</order_walk>
      <order_attack>actor/fauna/animal/elephant_attack.xml</order_attack>
      <attack>actor/fauna/animal/elephant_attack.xml</attack>
      <death>actor/fauna/animal/elephant_death.xml</death>
      <trained>actor/fauna/animal/elephant_trained.xml</trained>
    </SoundGroups>
  </Sound>
  <UnitMotion>
    <WalkSpeed>14.0</WalkSpeed>
    <Run>
      <Speed>28.0</Speed>
      <Range>1000.0</Range>
      <RangeMin>10.0</RangeMin>
    </Run>
  </UnitMotion>
</Entity>

It is a bit one-sided to pick only templates, isn't it? The Council goes far beyond that!
See here for an extended gameplay features wishlist CoM wants to implement (All needing programming):
http://www.wildfiregames.com/forum/index.php?showtopic=18399

But your right: It is likely that webdevelopers are likely capable of doing some programming since the gameplay is written in JavaScript.
 
Isn't modding quite niched? As in, modding for M&B doesn't mean  you can mod for Skyrim or something.

If so, I'd be happy to help! I'm a 3D modeller.
 
Garmalak said:
Isn't modding quite niched? As in, modding for M&B doesn't mean  you can mod for Skyrim or something.

If so, I'd be happy to help! I'm a 3D modeller.

True, every game has it's own engine and ways of handling stuff.

You're welcome! Do you by chance have any samples of your work? (Not that they need to be really high quality, just curious  :smile:)
You can send me a PM if you want.
 
well most of real Taleworlds moders already have own projects
and they dont want to abandon it
most of thems working with a very small teams or alone and do not even trying to cooperate

0AD in some ways requires even lower rezolutions (of the model poly count) than the warband does
so serios modelers will not participate in it due the fact everyone hates to make models with are to low poly

in 0 AD most of the textures are way lower than warband with means to, no fun on making somethng nice, cause resizing it to 256 or 512 will means that all or most details will be gone

the best you can get in taleworlds is those low-average skill modelers, texturers who had no real expierience in making something epic
 
rgcotl said:
well most of real Taleworlds moders already have own projects
and they dont want to abandon it
most of thems working with a very small teams or alone and do not even trying to cooperate

0AD in some ways requires even lower rezolutions (of the model poly count) than the warband does
so serios modelers will not participate in it due the fact everyone hates to make models with are to low poly

in 0 AD most of the textures are way lower than warband with means to, no fun on making somethng nice, cause resizing it to 256 or 512 will means that all or most details will be gone

the best you can get in taleworlds is those low-average skill modelers, texturers who had no real expierience in making something epic

Well, working at The Council of Modding doesn't exclude working in a warband mod team, it might even be useful, since art could be re-used with some small changes.

What do you call too low poly? And even if, it is logical since 0 A.D. is an RTS, not an RPG.

Whut, is it not possible to create something nice with 512x512 textures???  :???:

What is so beautiful about modding 0 A.D. is that the sky is the limit, there are far more possibilities than Warband. It is even possible to mod is so much that you've created your own game!!! Modding doesn't stick to art here. (okay, of course that is true for most modable games)

What we mainly target here are people who've played games like Age of Empires and like to create something similar but way more epic.
 
Belendor said:
Best try the other communities, niek.

Those few that might perhaps join are already worth it!  :smile:`
(Besides, this is not the only community we've tried)

@rgcotl: I've played your mod BTW and it was pretty good!  :smile:
 
there are far more possibilities than Warband

That is not the case and even if it would be, that is not true. So, don't get me started.
 
well i have tryed 0AD to and it looked quite interesting till it started lag as hell
i am quite good with making low poly models
but the limits of the characters looks awfull to me as an character modeler
 
rgcotl said:
well i have tryed 0AD to and it looked quite interesting till it started lag as hell
i am quite good with making low poly models
but the limits of the characters looks awfull to me as an character modeler

Yeah, that's the problem with being an alpha game.  :mrgreen: Luckily some good progress is being made, and the money obtained from crowd-funding will be invested in attracting a paid full-time programmer to improve performance.

What limits are you talking about?

I know there are some guidelines about poly count limits but these are quite outdated. Nowadays these limits are less strict, simply because the computers are faster. And these limits were without props (so without shields,swords etc.)

Belendor said:
there are far more possibilities than Warband

That is not the case and even if it would be, that is not true. So, don't get me started.

Okay, maybe not in case of art, but in terms of gameplay it is possible to create your own game with your own feel and look.
 
well as a base i might say warband character aproximatly use not less than 5k triangles for a character
some of RaW characters uses even 10k

while in 0AD if i remeber corectly the limits was like 1k for a character (with is equal to lod2 or lod3 in warband)
 
The limit was even lower. (500 tris!)

But that having said, there are infantry units in the main game around 2k (with props/items) and no-one will slap you if it is a bit more. But this is still lower than Warband's limits. (Not too strange since there are way more units at once on the screen.
 
cha 500 :grin:
no wonder why i newer msged 0AD team

i have planed to use 1-2k triangles for map icon characters (to bad was unable to finish any of it due the fact it was bored to make it on such limits)

my current body including warband head (excluning hairs beards and all equipment) curently uses ~2800 triangles

of with 800 drops on the hand fingers and 120 on leg details
with also means that the lowest possibile nude warrior if i would make could use 2k triangles and i do not really like to go under this number

looking from other side scene props with you use in 0AD looks perfectly fine maybe even more detailed than we have in warband
 
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