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 Post subject:Darwinia and Multiwinia Source Released
PostPosted:Fri Jul 09, 2010 9:28 pm 
Literally Nine
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Hi everyone,

Introversion has announced that they're releasing the Darwinia and Multiwinia source code to anyone who will pay for it, much like what they did with Uplink.

This means Miah and I are going to start developing Darwinite, which will be to Darwinia what Onlink is to Uplink. And it also means we're recruiting. Let us know if you're interested!

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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Sat Jul 10, 2010 12:11 am 
Literally Nine
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I would like to add a smallish detail here.

You do not need to have code experience, nor do you need access to the Darwinia source code for this project. We can make use of level designers, sprite designers, script editors and sound composers. It's the usual scenario here; we can do all of this on our own if we must but we'd be able to do a lot more if we could focus more on the code.

So, if you're interested, let us know.

(I suppose that wasn't a very small detail...)


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Sat Jul 10, 2010 1:48 am 
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I'm always open for Mac testing.

And there's also pixel art, which I've (sort of) improved on. Like the transition from this:

(Older attempt at a trophy)

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To this:

(Something I threw together in about 10 minutes just now as an example)

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Last edited by Vaius on Sun Sep 05, 2010 6:48 pm, edited 2 times in total.

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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Sat Jul 10, 2010 9:21 am 
Connoisseur of the Godawful
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To this cause I pledge 5 (five) lines of code of Miah or Tycho's choosing.

Choose wisely.

EDIT: Actually, I suggest you use that Quadtree implementation I wrote you, so that's your 5 used up, and then some.

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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Sat Jul 10, 2010 4:54 pm 
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Joined:Sat Nov 17, 2007 8:45 am
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Just out of interest, is this going to affect the development of Cerberus at all?


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Sat Jul 10, 2010 9:43 pm 
Literally Nine
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Darwinite will be a continuation of the Cerberus storyline, so in that sense they affect each other. Interfere, though? No.

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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Tue Jul 13, 2010 10:34 am 
Literally Nine
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Quote:
EDIT: Actually, I suggest you use that Quadtree implementation I wrote you, so that's your 5 used up, and then some.
Um. We already do.

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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Tue Jul 13, 2010 11:40 am 
Literally Nine
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Quote:
Darwinite will be a continuation of the Cerberus storyline, so in that sense they affect each other. Interfere, though? No.
At the rate it's going, Darwinite might end up a prequel.


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Tue Jul 20, 2010 10:00 pm 
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Those hidden teasers in Onlink made me think that Darwinia would be implemented in Cerberus - all within one game. Oh well.

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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Wed Jul 21, 2010 12:24 pm 
 

Joined:Mon May 29, 2006 6:11 pm
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I'm up for helping out with sound design and music. As long as we still see Cerberus :P


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Wed Jul 21, 2010 5:23 pm 
Literally Nine
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Quote:
I'm up for helping out with sound design and music. As long as we still see Cerberus :P
You're certainly free to give me samples. We'll need all sorts of things from clicking button noises to klaxons.


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Wed Jul 21, 2010 5:51 pm 
 

Joined:Mon May 29, 2006 6:11 pm
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Quote:
Quote:
I'm up for helping out with sound design and music. As long as we still see Cerberus :P
You're certainly free to give me samples. We'll need all sorts of things from clicking button noises to klaxons.
What sort of style are you going for? Are you changing the 'feel' of Darwinia at all? Do you need general things like laser sounds and destroyed enemies etc?


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Thu Jul 22, 2010 9:10 am 
Literally Nine
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I was actually speaking about Cerberus. As for Darwinite, a lot of the sounds will end up reuseable and we don't have a list of sound needs for it as of yet.

With Cerberus, however, we do have a rough start. It's the same as what's already available for Onlink. I don't want to use any of those sounds however, mostly because I think a lot of them are too harsh. The sound made when you add a link to your bounce chain? I hear a metal hammer striking a metal brick. I've grown to hate it.

As for music, well. I'm not going to mention it here. If you have Skype, I can show you the general palette/tone I'm looking for though.


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Mon Jul 26, 2010 8:17 pm 
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Multiple frequencies of sounds would be cool. So you don't get sound spammed, you just hear a slightly different sound.


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 Post subject:Re: Darwinia and Multiwinia Source Released
PostPosted:Sun Aug 29, 2010 5:51 pm 
 

Joined:Thu Mar 18, 2010 7:41 pm
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Heck, im kinda a newbie at things like this but if I don't need access to the source code ill take a crack at it! only downside is that im a weekend warrior from now till november 14


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