MikkoM wrote:
FreeOrion is being coded with C++, Boost, Python, OpenGL and GiGi. The project’s programming lead is tzlaine, who is a professional C++ programmer, and our other main developer is Geoff, a grad student. The FreeOrion project tries to keep the quality of the code to a very high level. This is necessary for a project as big, complex, and ambitious as ours. Most of the "modern features" of C++ are also used in the project, though certainly not everywhere. Modern features in this case mean things like, templates, STL, and Boost.
The project currently uses the following libraries: Boost (most of its libraries), OpenGL, OpenAL, GraphViz, Ogre, Ogg, Vorbis, OpenSteer, and GG. GG is a GUI library that our programming lead wrote for OpenGL. It can be found here:
http://sourceforge.net/projects/gigi/This needs to be rewritten. Note that FreeOrion is coded mainly with C++, but AI is scripted with Python. Modern C++ features are used, including numerous Boost libraries, and the client is built using the Ogre 3D library. Rendering is done with OpenGL. FreeOrion can be built on Windows, Linux or MacOSX.
* No need to list libraries twice
* Graphviz isn't important
* Don't need to mention my or tzlaine's names or aliases or our jobs
* Don't mix in first-person style "ours" in with otherwise third-person "The FreeOrion project"
* no , after like
Quote:
The development speed of the project is mostly slowed down by the lack of dedicated and skilful programmers. So if you are interested in working with talented individuals on an open source game project such as this, and don`t mind learning new things, FreeOrion is a project for you
Could use some rephrasing, but basically OK.
Quote:
You can find more info about the project from here:
http://www.freeorion.org/index.php/Main_PageAnd more info about programming work specifically can be found here:
http://www.freeorion.org/index.php/ProgrammingMight want to mention
http://freeorion.org/index.php/How_to_HelpQuote:
Also, if you have any specific questions about some areas of the game or want to contribute to the project, I recommend that you register to our forum:
http://www.freeorion.org/forum/Not really a reccomendation for contributing... (Rather, is a requirement)
You might also mention the IRC channel, with a note that it's not always monitored, and to fall back to the forums if no reply is given within a few minutes.
Quote:
A good summary of the game’s current situation (note the date of this post) can be found here:
http://www.spacesector.com/blog/2009/08/interview-with-freeorions-programming-lead-zach-laine/This page contains an interview with FreeOrion`s programming lead tzlaine.
OK to mention tzlaine in this context.
Quote:
Personally, ever since Master Of Orion 3 turned out to be a disappointment for me, I have hoped for a project like this. The core team behind the FreeOrion project isn`t very big, but consists of highly talented and motivated individuals that all share a common goal. To me FreeOrion seems like a once in a life time opportunity to create something that will hopefully be worthy of the Orion name.
Not keen on the "worthy of the Orion name" part...
Quote:
And finally here are some screenshots from the game:
The last two combat renders are too similar, and aren't very interesting regardless. Could probably stick with just two or three images total.
Bigjoe5 wrote:
MikkoM wrote:
I also started to wonder, if it is appropriate to say that we are “currently in stage 0.4, which deals with space combat, ship design and tech tree additions for both of the above” ? 0.4 is the stage currently being coded, so this way it might make sense. But will saying it like that make the reader think that 0.4 is already complete?
Presumably saying something like: "Version 0.4, which deals with space combat, is currently under development," shouldn't be too misleading.
Works for me. Could say "deals primarily" and "being developed".