Original Post

- Programming Language: C++
- Scripting Lanuguage: Lua (and Luabind for binding C++ and Lua code)
- Low-level system library: SDL
- Graphics rendering library: OpenGL
- Image libraries: libpng, libjpeg
- Audio library: OpenAL and libvorbis
- Text rendering library: SDL_ttf
- Internationalization: gettext
- GUI library (for the editor): QT4
- map exploration
- party management menu
- shopping interface
- battle execution
- boot screen
- perfected text rendering and display
- a number of various improvements to our GUI system classes (our GUI is also designed in-house)
- construction and texture management for procedural images
- an overhaul of our lighting and other visual effect systems
- Flexibility - you are not tied down to working in one area. We are a very flexible team and you have the option to work on whatever you want, whenever you want.
- Establishment - we've been working on this game for over three years and are stronger than ever. In short: you don't have to worry about this project disappearing and your work going to waste.
- Collaboration - you'll be working with, and learning from, a lot of experienced programmers on the team. We work well together, learn together, and help each other design and develop awesome code. [smile]
- Excellent code - I believe you'll have a hard time finding another game with a code base as nice as ours. It is well written and designed, commented appropriately, and has plenty of documentation. This makes working with our code much more pleasurable than working with a mess of spaghetti code.
- Timing - we just released our third demo a couple weeks ago, so right now our code base is very stable and easier to work with than it would be if you joined in the middle of a big development push.
- In-house development - our game engine is designed by ourselves from scratch. This has allowed our programmers to learn much more about game design than if we were to use an external engine. If you really want to learn a lot about game design, we're an excellent team to gain that experience from.
- Feasibility - Allacrost is not a MMORPG. Allacrost does not sport a highly-advanced, 3D interactive environment. This makes meeting our team goals much more feasible, lowering the bar to an appropriate level. This is important because many of us have zero or very little game development experience prior to this project. But at the same time, we do still set goals that are very challenging and provide for a great game experience to the player.
- Professionalism - despite being an indie project, both our game and our team are very professional. This shows in our artwork, our music, and our code. You'll be part of a high-quality project that is already recognized by people in many communities (including this one [wink]). We're also very organized as a team, which really makes a huge positive impact on our morale and our development progress.
- Website - http://www.allacrost.org/
- Wiki - http://wiki.allacrost.org/
- Forums - http://www.allacrost.org/forum
- IRC channel - #allacrost at irc.freenode.net
- Bug Tracker - http://bugs.allacrost.org/ (we also use this for task management)
- Sourceforge Project Page - http://sourceforge.net/projects/allacrost
Making Way Through a Cave
Fighting a Battle
Character Management
Shopping for Wares
Music Confrontation -- our battle theme Latest release Demo 0.2.1, released Dec 10th, 2007 Feedback All forms of feedback are welcome and encouraged, including negative feedback as long as it's constructive. [wink] 