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<html><head><title>Adonthell Development: Become a Adonthell Developer</title> |
<html><head><title>Adonthell Development: Become a Adonthell Developer</title> |
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<p>Adonthell is a large project, so we need all the help we can get. We are constantly looking for Developers, Artists and Writers. If you are interested, please see below for more information.</p> |
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<p>This page tries to cover some of the questions you might have on joining |
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Adonthell. Please read on to learn what is awaiting you and what we are |
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expecting. In case you have further questions, write a mail to |
<tr><td class="bmid">General</td></tr></table> |
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<b>adonthell-project at linuxgames.com</b>.</p> |
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<p>Adonthell is in development <a href="/overview/history.shtml">since 1999</a> and has seen many contributors over the years, the most active being listed on our <a href="/development/team.shtml">team page</a>. As with any old project, entering development is not always easy. Therefore, we are providing an <a href="/overview/faq.shtml">FAQ</a> and <a href="/download/documentation.shtml">documentation</a> to help you getting started. For all the remaining questions you might have, please write to the <a |
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href="/contact/mailinglist.shtml#general">adonthell-general</a> mailing list.</p> |
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<tr><td class="bmid">Our Philosophy</td></tr></table> |
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<p>Hope to see you there soon!</p> |
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<p>The fact that Adonthell has been started by two people that didn't know each |
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other until then is possibly the best explanation for the way we work. Only |
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united by the vague idea of creating a free role playing game for Linux and |
<tr><td class="bmid">Developers</td></tr></table> |
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without any experience in the field of software engineering, the early |
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development was mainly driven by two forces: discussion about every single |
<p>To complete our game engine and tools, we are looking for developers with experience in C++ and (optional) <a href="http://www.python.org">Python</a>. A collection of <a href="/development/tasks/">open tasks</a> is available to give you a first impression about the things we need.</p> |
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detail, since each of us had their own idea of the perfect role playing game. |
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And autonomy in choice and execution of the actual work, since there was no |
<p>The <a href="/download/documentation.shtml">Adonthell API</a> and <a href="/files/architecture.pdf">Engine Architecture</a> documentation will help you getting accustomed to the project. For all the remaining questions or design discussions, we have the <a |
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dedicated project manager.</p> |
href="/contact/mailinglist.shtml#devel">adonthell-devel</a> mailing list.</p> |
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<p>In short, Adonthell's development began in an open atmosphere, and so far |
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little has changed in that respect. However, this openess has it's prize: it |
<tr><td class="bmid">Artists</td></tr></table> |
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requires people who can, on the one hand, give up their position for a better |
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alternative and, on the other hand, take matters into hands once the goal is |
<p>Adonthell follows the tradition of classic console RPGs like Secret of Mana or Chrono Trigger, with hand-drawn graphics and animations and a top-down view on the gameworld. Further, we need graphics for cutscenes, items and the user interface.</p> |
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clear.</p> |
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<p>To see what kind of graphics are required, have a look at the <a href="/files/plot-0.4.pdf">plot documentation</a>. Hints for making graphics can be found in the <a href="/files/gfxdoc.pdf">Designer's Reference</a>. For further help and discussion about graphics and artwork we have the <a |
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<p>With that in mind, the way we work shouldn't be a big surprise. First a |
href="/contact/mailinglist.shtml#gfx">adonthell-artwork</a> mailing list.</p> |
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suggestion is directed to the <a |
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href="../contact/mailinglist.shtml#general"> |
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adonthell-general</a> mailing list. This can range from small improvements to |
<tr><td class="bmid">Writers</td></tr></table> |
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existing parts of the engine to the addition of completely new parts. The |
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reactions, or lack thereof, decide about a proposition's relevance. An approval |
<p>We put a great emphasis on <a href="/library/">background</a> and plot of our games and also on interaction with NPCs. Especially for latter, we need writers to create the numerous dialogues that will be a prominent feature of Adonthell.</p> |
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is usually accompanied by improvements, additions and alternative ideas. The |
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discussion is opened!</p> |
<p>To get an idea about our design goals, have a look at the <a href="/files/plot_guideline.pdf">Plot Design Guidelines</a>. An extensive collection of plot-related material can be found at Andrew Phillips' <a href="http://endor.hsutx.edu/~cptlogic/adonthell/plotweb/grendal/plotindex.html">Plot Web</a>. Discussion about background, characters and plot takes place on the <a href="http://mail.nongnu.org/mailman/listinfo/adonthell-plot">adonthell-plot</a> mailing list.</p> |
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<p>Eventually a compromise will be reached, and often it turns out much better |
<div align="center"><a href="index.shtml">Back to Development</a></div> |
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than any of the original suggestions. Good arguments and examples, and rational |
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behaviour aid your cause here. Now the basic requirements should be defined and |
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the actual work can begin. From this point on, the main responsibility lies in |
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the hands of the maintainer, although implementation details or problems can be |
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discussed on the <a |
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href="../contact/mailinglist.shtml#devel">adonthell-devel</a> list.</p> |
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<tr><td class="bmid">Where to start?</td></tr></table> |
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<p>One question we hear quite often is "I'd like to help. What shall I |
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do?". It's a simple and possibly valid question, but it's very difficult to |
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answer. First of all, we know little to nothing about the inquirer's talents, |
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likes and dislikes. Second, we don't plan much in advance, so there isn't |
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exactly an open task list we could hand out to people. And finally, the question |
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doesn't really sound like someone used to taking matters in hand. Coordinating |
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the actual work is work enough; we don't want to do the thinking for others in |
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addition.</p> |
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<p>So if you have to ask, you should ask "How about me doing |
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<xyz>?" instead. Therefore, your first task as going-to-be Adonthell |
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developer is finding out what <xyz> could be in your case. Take a look at |
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the <a href="../download/index.shtml#wastesedge">recent release</a>. |
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Certainly you'll spot quite a few missing features, or areas that could be |
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improved. If you are a programmer, browse the <a |
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href="../download/documentation.shtml">developer's |
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documentation</a> to get an overview of the code. Graphic artists or writers |
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should have a look at the <a href="../library/index.shtml">background |
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information</a> and the <a href="../download/documentation.shtml">designer's reference</a> to get a basic idea |
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of what might be needed.</p> |
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<p>Once you found something you'd like to do, it's about time to get in touch |
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with us. Subscribe to the relevant <a href="../contact/mailinglist.shtml"> |
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Mailing Lists</a>, post some information about yourself and tell us about the |
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task you want to accomplish. That will launch the procedure described above. |
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Don't hesitate to take part in the discussion, and feel free to ask if anything |
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remains unclear. Once the details are sorted out, you can start with the actual |
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work. We'd like to see some results (code, graphics or writing) first before |
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welcoming you in the team, simply because this is the only way for us to make |
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sure that you are seriously interested. After that, you'll recieve all the |
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privileges of an Adonthell Developer, like access to the private data |
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repositories and mailing lists, an entry on the <a href="team.shtml">Team |
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page</a> and all the fame you can grab ;).</p> |
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<tr><td class="bmid">The End</td></tr></table> |
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<p>Just like you may join the project on a voluntary basis, you are free to |
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leave whenever you want. Although we really hope that you endure until v1.0 and |
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beyond. However, if you can contribute no longer for one reason or the other, we |
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need to know so somebody else can continue your work. The same is true if you |
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become unavailable for a longer period.</p> |
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<p>A quick email will be enough to revive your developer account once you feel |
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like spending some time on Adonthell again.</p> |
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