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1  <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">  <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
2  <html><head><title>Adonthell Development: Become a Adonthell Developer</title>  <html><head><title>Adonthell Development: Become a Adonthell Developer</title>
3  <meta content="text/html; charset=windows-1252" http-equiv=Content-Type>  <meta http-equiv="Script-Content-Type" content="text/javascript">
4  <meta http-equiv="Script-Content-Type" content="text/javascript">  <link rel="stylesheet" type="text/css" href="/website-data/adonthell.css">
5  <link rel="stylesheet" type="text/css" href="../website-data/adonthell.css">  </head>
6  </head>  <body text="#293044" link="#000000" vlink="#000000">
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8    <!--#include virtual="/website-data/navbar.shtml" -->
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10        <table class="maintext" border=0 cellpadding=15 cellspacing="0" width="559">
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13          <tr>            <td><!--text begins here-->
14            <td><!--text begins here-->  
15    <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>
16  <p>This page tries to cover some of the questions you might have on joining  
17  Adonthell. Please read on to learn what is awaiting you and what we are  <table border=0 cellpadding=0 cellspacing="0" width="100%">
18  expecting. In case you have further questions, write a mail to  <tr><td class="bmid">General</td></tr></table>
19  <b>adonthell-project at linuxgames.com</b>.</p>  
20    <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
21  <table border=0 cellpadding=0 cellspacing="0" width="100%">   href="/contact/mailinglist.shtml#general">adonthell-general</a> mailing list.</p>
22  <tr><td class="bmid">Our Philosophy</td></tr></table>  
23    <p>Hope to see you there soon!</p>
24  <p>The fact that Adonthell has been started by two people that didn't know each  
25  other until then is possibly the best explanation for the way we work. Only  <table border=0 cellpadding=0 cellspacing="0" width="100%">
26  united by the vague idea of creating a free role playing game for Linux and  <tr><td class="bmid">Developers</td></tr></table>
27  without any experience in the field of software engineering, the early  
28  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>
29  detail, since each of us had their own idea of the perfect role playing game.  
30  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
31  dedicated project manager.</p>   href="/contact/mailinglist.shtml#devel">adonthell-devel</a> mailing list.</p>
32    
33  <p>In short, Adonthell's development began in an open atmosphere, and so far  <table border=0 cellpadding=0 cellspacing="0" width="100%">
34  little has changed in that respect. However, this openess has it's prize: it  <tr><td class="bmid">Artists</td></tr></table>
35  requires people who can, on the one hand, give up their position for a better  
36  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>
37  clear.</p>  
38    <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
39  <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>
40  suggestion is directed to the <a  
41   href="../contact/mailinglist.shtml#general">  <table border=0 cellpadding=0 cellspacing="0" width="100%">
42  adonthell-general</a> mailing list. This can range from small improvements to  <tr><td class="bmid">Writers</td></tr></table>
43  existing parts of the engine to the addition of completely new parts. The  
44  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>
45  is usually accompanied by improvements, additions and alternative ideas. The  
46  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>
47    
48  <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>
49  than any of the original suggestions. Good arguments and examples, and rational  
50  behaviour aid your cause here. Now the basic requirements should be defined and  <!--#include virtual="/website-data/copyright.shtml" -->
51  the actual work can begin. From this point on, the main responsibility lies in  
52  the hands of the maintainer, although implementation details or problems can be  <!--and ends here-->
53  discussed on the <a  </td></tr></tbody></table>
54   href="../contact/mailinglist.shtml#devel">adonthell-devel</a> list.</p>  
55    <!--#include virtual="/website-data/footer.shtml" -->
56  <table border=0 cellpadding=0 cellspacing="0" width="100%">  
57  <tr><td class="bmid">Where to start?</td></tr></table>  </body></html>
58    
 <p>One question we hear quite often is &quot;I'd like to help. What shall I  
 do?&quot;. It's a simple and possibly valid question, but it's very difficult to  
 answer. First of all, we know little to nothing about the inquirer's talents,  
 likes and dislikes. Second, we don't plan much in advance, so there isn't  
 exactly an open task list we could hand out to people. And finally, the question  
 doesn't really sound like someone used to taking matters in hand. Coordinating  
 the actual work is work enough; we don't want to do the thinking for others in  
 addition.</p>  
   
 <p>So if you have to ask, you should ask &quot;How about me doing  
 &lt;xyz&gt;?&quot; instead. Therefore, your first task as going-to-be Adonthell  
 developer is finding out what &lt;xyz&gt; could be in your case. Take a look at  
 the <a href="../download/index.shtml#wastesedge">recent release</a>.  
 Certainly you'll spot quite a few missing features, or areas that could be  
 improved. If you are a programmer, browse the <a  
 href="../download/documentation.shtml">developer's  
 documentation</a> to get an overview of the code. Graphic artists or writers  
 should have a look at the <a href="../library/index.shtml">background  
 information</a> and the <a href="../download/documentation.shtml">designer's reference</a> to get a basic idea  
 of what might be needed.</p>  
   
 <p>Once you found something you'd like to do, it's about time to get in touch  
 with us. Subscribe to the relevant <a href="../contact/mailinglist.shtml">  
 Mailing Lists</a>, post some information about yourself and tell us about the  
 task you want to accomplish. That will launch the procedure described above.  
 Don't hesitate to take part in the discussion, and feel free to ask if anything  
 remains unclear. Once the details are sorted out, you can start with the actual  
 work. We'd like to see some results (code, graphics or writing) first before  
 welcoming you in the team, simply because this is the only way for us to make  
 sure that you are seriously interested. After that, you'll recieve all the  
 privileges of an Adonthell Developer, like access to the private data  
 repositories and mailing lists, an entry on the <a href="team.shtml">Team  
 page</a> and all the fame you can grab ;).</p>  
   
 <table border=0 cellpadding=0 cellspacing="0" width="100%">  
 <tr><td class="bmid">The End</td></tr></table>  
   
 <p>Just like you may join the project on a voluntary basis, you are free to  
 leave whenever you want. Although we really hope that you endure until v1.0 and  
 beyond. However, if you can contribute no longer for one reason or the other, we  
 need to know so somebody else can continue your work. The same is true if you  
 become unavailable for a longer period.</p>  
   
 <p>A quick email will be enough to revive your developer account once you feel  
 like spending some time on Adonthell again.</p>  
   
 <div align="center"><a href="index.shtml">Back to Development</a></div>  
   
 <!--#include virtual="/website-data/copyright.shtml" -->  
   
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 </td></tr></tbody></table>  
   
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 </body></html>  
   

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