[Unpaid] Rituals of the old voxel game is looking for C# devs

PilvinenPilvinen Posts: 8Member
edited December 2019 in Professional Trade

Csharp developers needed!

We are looking for volunteer C# developers to help us with our multiplayer voxel game project Rituals of the old.

Rituals of the old is a multiplayer sandbox RPG voxel game of crafting, building, survival, and adventure in an open random generated world.

It's a hobby project with some commercial ambitions we've been working on our spare time for 3 years now. Very recently we started porting it to C# and Godot. We're going to open source our core technologies under the permissive MIT-license, but the game itself will be closed source.

Website

https://ritualsoftheold.com/

Current team

https://starandserpent.com/team/

Contact

Interested? Got questions? Email us at info@starandserpent.com

Regards,

Poika Pilvimaa
Star and Serpent






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  • cyberealitycybereality Posts: 925Moderator

    I'm working on my own thing now, but good luck.

    Also, welcome to the forum!

  • PilvinenPilvinen Posts: 8Member

    @cybereality said:
    I'm working on my own thing now, but good luck.

    Also, welcome to the forum!

    Thanks for letting us know! If you have something working feel free to drop a link, I'd love to take a quick look. B)

  • cyberealitycybereality Posts: 925Moderator

    I'm really in the early stages of my game, and I'm just doing tests and benchmarks to make sure it's feasible on Godot. I've already found a couple small bugs and performance issues on mobile, but otherwise I'm really loving the workflow on Godot and think I will stick with it for a bit and see how far I can get. Trying to get a demo together to bring to GodotCon in February, hope there will be a good turnout there. Probably after that I may start sharing what I'm working on. Thanks.

  • PilvinenPilvinen Posts: 8Member
    edited January 7

    Still very much looking for volunteer C# developers.

    Here's a quick preview of what we currently have running:

    Generating on 8 threads, running on 8 years old i7-2600s. 32^3 chunk size with 25 cm^3 block size. Targeting 666 chunks per second on a single thread. We're more or less hitting that the last I profiled it. Godot is our biggest bottle neck at the moment, but since Vulkan is in the pipeline things will only get better from already a pretty good situation during the next couple of years. ;)

    Here's our ad on Indiedb:
    https://www.indiedb.com/company/star-and-serpent/jobs/c-developer-needed-for-a-voxel-game

  • novaleafnovaleaf Posts: 83Member

    @Pilvinen are you using a voxel solution, or are you rolling your own? Do you have a tech demo that includes sample code you can share? (including realistic code/style found in your project, not something one-off)

    My own interests are similar but I have some pretty specific architecture/documentation preferences so I'd like to make sure my work style is compatible before volunteering.

  • PilvinenPilvinen Posts: 8Member
    edited January 8

    @novaleaf said:
    @Pilvinen are you using a voxel solution, or are you rolling your own? Do you have a tech demo that includes sample code you can share? (including realistic code/style found in your project, not something one-off)

    My own interests are similar but I have some pretty specific architecture/documentation preferences so I'd like to make sure my work style is compatible before volunteering.

    We have somewhat specific needs for our game so we ended up building our own voxel engine for this purpose. It's going to be open sourced under the permissive MIT-license as soon as we get the project split up in modules and all code organized, and make sure that it runs without any major problems. Right now it's still private. But hopefully it won't take us too long to release it.

    So when it's released (in a couple of weeks... ? but it depends on how much time people have from school and work) the voxel engine comes in four modules:

    Terra
    World executor - Terra is the worker who does what it's told, nothing more, nothing less.

    Weltschmerz
    World planner for Terra. Generates various maps which are then combined into a high level representation of a world map. Weltschmerz is the architect who doesn't get his hands dirty.

    Foreman
    World generator for Terra. Foreman translates Weltschmerz's world map for Terra's consumption and provides Terra with everything it needs. Foreman is the supervisor who reads plans and orders workers around.

    Voxel-demo
    Demo implementation of Terra using Weltschmerz and Foreman.

    Once we get things organized and released you will have full access to everything, even as an outsider, sans any game specific code, which will remain proprietary.

    But please note that it will be by no means 100% ready and done by the time we make it public. We will continue developing the core technologies for the foreseeable future. A lot of stuff we need is still missing.

    I don't know what else to say at this point to your questions. But we strive to create good interfaces for the engine for both low and higher level access. It is being designed in such a way that developer X can come and pick it up and use it for his game with minimal adjustments.

    We don't currently support smooth worlds. But I would be interested in testing it out at some point.

    I'm not sure if you are aware but Zylann is also developing a voxel engine in C++ for Godot (as a Godot module) and it's a bit further along than our engine on some levels. You might want to check that out too. AFAIK, it gives good performance. Here's a link to it: (https://github.com/Zylann/godot_voxel). For any questions about it you can try the Godot Discord server, Zylann hangs out there.

    If you want to have a proper discussion about our voxel engine you can join our Discord at https://discord.starandserpent.com/ and ask on our channels or PM me directly: Pilvinen#1291

    :)

  • MegalomaniakMegalomaniak Posts: 2,756Admin
    edited January 8

    @Zylann has an account here too, though probably less active here. Still, might reply if you have specific questions. Just remember to use the @ sign before typing the username so that he gets a notification, if they're enabled. But also on that note, don't just spam, right? :)

  • PilvinenPilvinen Posts: 8Member
    edited January 22

    @Megalomaniak said:
    don't just spam, right? :)

    Thanks.

  • jbrooks79jbrooks79 Posts: 2,241Premoderated

    It looks really nice, and also SCARY ! ! ! :)

  • PilvinenPilvinen Posts: 8Member
    edited March 31

    Still in need of basically a lead coder - but any help is appreciated.

    Be warned, though, the project is cursed. To mention a few:

    • We had one guy for a while recently, but he had a mental breakdown.
    • One artist caught pneumonia, was hospitalized and was never heard from again.
    • One member went insane and disappeared.
    • One 3D modeler ended up in a car accident and was never heard from again.

    The list is pretty long and I don't have desire to go over all of it.

  • MegalomaniakMegalomaniak Posts: 2,756Admin

    That's rough, remember and make sure not to overwork yourselves!

  • PilvinenPilvinen Posts: 8Member

    @Megalomaniak said:
    That's rough, remember and make sure not to overwork yourselves!

    S.'.S.'. would like to make a statement that none of the potential deaths, accidents, or mental breakdowns in the team are linked to overworking, working conditions in general, or in any way related to the working environment.

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