You love ToME ? You can not wait for ToME3 to be ready ? Then come and help us!
On this page I will post 'job' offers about various things that must be done but that cannot be done currently due to lack of skill/time.
Dialogs writer
Job: DarkGod is notoriously bad at both written dialogs and just plain english, so we need somebody who can edit the dialogs and make new ones to give them a more "Middle-earth feel". No knowledge of coding is required, although having some can not hurt
See src/ENGLISH for details on the language we want in the ToME module.
People interested: JimPhraxia: I'm interested in this position, and should be able to find the time for it without trouble. If someone could provide me with a few dialogues that need doing to start with, then I could type up a few samples and see if they're what we're looking for. Anything that helps TOME 3 fly faster is a blessing in my book. =)
DarkGod: Thanks for the offer
Could you have a look at the file game/tome/scripts/dialogs.lua in the latest alpha and see if you understand how dialogs works?
JimPhraxia: I've just paged through and I pretty much understand it all, a lot of nesting parenthesis for the more complex dialogues but other than that there's little that puzzles me, and that won't be too much trouble once I can get back on my own system and download Context. Can I just clarify, #G at the start of an answer option specifies the default answer? Would you like me to go over this file and gloss it up? And what's the maximum recommended length that a line of dialogue can have and still display onscreen correctly?
DarkGod: Lines should auto-wrap so length is not a problem(well too much would overflow vertically but that's a lot of text
As for #G no this means to color the text in Light Green
There is no default The codes are as follow: d = dark w = white s = slate o = orange r = red g = green b = blue u = umber D = light dark W = light white v = violet y = yellow R = light red G = light green B = light blue U = light umber
JimPhraxia: Righto, gotcha, thanks. =) Have you got any dialogue that needs starting on now, or should I just spruce up what's there already for the time being and save it to a separate page here on the Wiki?
DarkGod: Just "spruce up" the existing ones
Then I'll jsut bug you when I get some dialogs that need sprucing up
DarkGod: So any news ?
Monster Lists
Job: RavenRed is doing the monster list, but would like some help with the Monsters that are to go into the 3.0.0. Primarily, what I want help for is all the different "sub-dungeons", all of which will have monsters which are native to that dungeon alone (i.e. are not generated for other dungeons). A list of these subdungeons can be found here. I'm not looking for generalities like "Lots of Spiders in Mirkwood!", or "lots of Orcs in the Orc Caves!", but for a list of monsters with generalised statistics and descriptions (you don't need to fully code tham, but I wouldn't say no). Don't use 2.x monster files as your guide, check out the samples in CVS (specifically, game/tome/monsters/barrow-downs.lua and old-forest.lua) to get the "flavour" of the new monster lists. For any further info, contact me either via the wiki or on my email ravenred at telstra.com.
DarkGod: I would like to note that this is *EXTREMELY* important. We need your help. If you want ToME3 to get released in this millenium then come and help!
People interested: AricCampbell: I would be interested in helping with this. When you say "sub-dungeons" I assume you are referrering to the "side locations" listed on the locations page.
RavenRed: We'd love your help, Aric! Yes, basically we're looking at a separate additional monster list for each dungeon to give each a unique flavour and threat not shared with the global.lua list. Having said that, we're looking at a small list for each dungeon, both "mainline" or "side location". Any assistance would be good, whether it's conceptual / thematic (ideas and brief descriptions) or full on coding of monsters. I should note that the monster format is radically different to other roguelikes, and if you want to go that route, send me an email and I'll try to break down the differences. Thanks very much for your interest, too, Aric...
Item Flavor Text
Job:
The item list in ToME 3 is being rewritten, but it's mostly a bare, mechanical rewrite so far. No effort has been put into flavorful, descriptive text for all the item types and sub-types. This problem will only get worse once progress is made in the ego and artifact lists.
What is needed is in three parts. First, we need descriptive text for the item types and sub-types already put into ToME 3. Second, we need ideas for names of artifacts, and descriptions to go with them. Note, just names and descriptions, not mechanics. So if you can make the descriptions more poetic without tying the artifacts too much, that'd be ideal. Third, once the ego item list is written, we'll need ideas for better names where appropriate, and descriptions to complete them.
People interested:
BitsySpider My coding skills haven't left the Barrow-Downs yet, but I can do text descriptions. Artifact descriptions should probably mostly be quotes or references to the "source text" anyway.
DarkGod: Cool thanks. Can you take a look at alpha14b's game/module/tome/data/item/, that's where items/egos/artifacts are located
Documenter
Job:
When T-Engine gets out of beta we need full documentation of the interfaces module developers can use. Who wants to write it?
What you need to do precisely is walk through the Lua bindings from C (src/*.pkg) and document them, then walk through the engine (game/engine/**) and document the public functions and variables there. The lastly, document the files a module developer must provide, and the functions that a module can or may provide.
People Interested:
ToME Wiki