I represent an international group of developers called the Electric Eye Productions. Galactic Vice, the Electric Eye Productions premier game, has recently matured too the stage of Alpha 1 -- generating a lot of anticipation from the Linux and RTS communities.
Galactic Vice is a 3D RTS game featuring two races at war. Vital mistakes made by a corrupt human empire lead to a catastrophic war against an alien race -- one in which humanity is pushed to the brink of extinction.
Since our Alpha 1 release we have been looking to recruit some new programmers. Experience with C, C++, and Subversion is required. Experience with autotools, Linux, and wxwidgets is preferred, but not required.
We are looking for programmers capable of developing the core-engine and/or the various development tools associated with Galactic Vice. These tools include a Map Editor, Archive Editor, Custom texture plug-in for Gimp and Photoshop, and a custom model plug-in for Blender.
The core-game of Galactic Vice is planned to be 100% free, including the single-player and multi-player modes. Upon completion of core-game the Electric Eye Productions plans to create a Storyline Add-on, if and only if there are at-least 25,000 players actively playing Galactic Vice.
This add-on would be composed of a series of missions and short video clips that illustrate the EPIC storyline of Galactic Vice. The add-on would be purchasable for a undetermined fee.
We are marketing Galactic Vice this way for two reasons: To build clientèle from the core-game while we develop the Storyline Add-on, and to only invest in creating the Storyline Add-on if it will be meaningfully successful (more than 25,000 potential customers).
Those who contribute to the core-game, and optionally to the Storyline Add-on, would be given a portion of the income received from the Storyline Add-on, if and when it is sold.
The Galactic Vice Engine is programmed mainly in C++, and supports the following features:
1. Quad-tree based, bump-mapped, and tiled terrain. It has reflective/rippling water, and oozing/bubbling Lava. It has very similar functionality of Starcraft 2's terrain.
2. Versatile Scene Management, via configuration scripts.
3. Versatile GUI management, via configuration scripts.
4. Advanced Particle Systems and Billboards.
5. Custom configuration format and parser.
6. Custom texture format that stores textures smaller than PNG's, and doesn't use lossy compression.
7. Custom 3D model format. Supports billboards, key-frame animation, particle systems, and built-in sounds.
8. Full OpenGL support including GLSL shaders, ARB shaders, framebuffers, etc.
9. A set of GLSL shaders that support bump-mapping, relief-mapping, parallax-mapping, shadow-mapping, etc etc.
10. Full math library, soon to have SSE optimizations.
11. On-the-fly screen capture and optional dual-pass h264 encoding after exiting the game.
12. Basic Player, Resource, and Unit management code.
13. File-system management that supports a custom archive format.
14. Supports Lzma2, Zlib, and Bzip2 compression of files in the custom archive format.
15. Supports AES and Blowfish Encryption of the files in the custom archive format.
16. Runs on Linux and Windows, both 32-bit and 64-bit.
17. So much more!
If you are interested in contributing contact me by the information bellow!
Programmers needed for RTS game project
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