Since Thrive is an open-source development project, contributions can come from anyone. See the list at the bottom of this page for possible skillsets we’re looking for.
Development takes place on our development forums. This is where game mechanics are discussed and formalized, assets are produced and improved on and the meta-structure of the development process is decided.
Although the team is open-source, registration to our development forums is restricted to those who submit a successful application. To apply for an email invitation, follow the instructions on this page:
We recommend you also read this page of our Wiki before you apply, since it’ll brief you on how the application process and development in general work. If you have a question about how we operate, it’ll be found on that page or one of those linked within it.
Discussion on our development forums should focus on development. Unfortunately this means we’ll have to turn away anyone with only vague ideas and no ability to implement them. Idea guys aren’t going to get the game made.
If your application isn’t accepted (or you’d prefer not to be involved with development), you’re still welcome on our community forums, where discussion isn’t held to such rigid requirements. There you can ask questions about the game, speculate on future mechanics, participate in forum games and chat with other Thrive supporters.
All code is licensed under the GNU General Public Licence, while assets (like music and art) are covered by CC-BY-SA. This means we encourage anyone to copy and modify our code and assets, but all adaptations must be shared under the same conditions (non-commercial, available for others to modify) and attribute the original source as Revolutionary Games.
So who exactly are we looking for? Listed below are the most valuable team members, but you can find a list of roles we’d be happy to accept in this section of our Getting Started page. If your occupation isn’t listed but you still think it would be useful for development, apply anyway.
Skill with almost any major tool will do, and we’ll eventually need particularly talented artists able to create models which look good even under heavy deformation. We use Ogre3D for graphics rendering, and a tutorial for prospective modelers focused on Blender can be found here.
Linking with the above, the ability to animate 3D models will be incredibly useful, and even those who specialize in other areas will be helpful in creating more features of the game, such as updated opening cutscenes or GUI animations. Accompanying knowledge of the code required for dynamic animations (for instance changing between two animation types seamlessly) will help considerably when rendered organisms are involved.
Our custom engine is programmed in C++, while scripting is done with Lua (using LuaBind). We’ll soon be tackling some fairly difficult implementation, but most work, generally quite easy, is in Lua. We are also looking for a developer specializing in Mac conversions, as our releases so far have only covered Windows and Linux. A full list of code dependencies is available to view on our GitHub repository. If you aren’t up to actually helping with the code, we’re also on the lookout for code assistants who can help others understand the code and troubleshoot building problems.
The in-game GUI is for the moment largely a placeholder, and a huge amount of work is in order for later stages’ interfaces. We use CEGUI in conjunction with Lua scripting, so anyone with additional knowledge of XML or UX we will likely beg to join. Even if you’re not familiar with CEGUI, you can still help design basic concepts or mock-ups, or even learn the process of implementation yourself through this tutorial.