Chapter 1. Background Information

Table of Contents

1.1. Target Audience
1.2. Development Ethos
1.3. What we Provide
1.4. Licencing

1.1. Target Audience

This manual is aimed at people who are either curious about how AudioQuake works, want to develop modifications to it or use the engine/gamecode as the basis for their own projects. It is expected that the reader is reasonably familiar with software development using Linux or Windows. Please be aware, however, that support is available from the AGRIP team and mailing lists.

1.2. Development Ethos

We work on providing blind and vision-impaired people with the tools to make their own audio and audio/visual games. The project roadmap details what our plans (influenced by community feedback) and this page explains a little of how we do it – and how your projects can benefit.

1.3. What we Provide

AudioQuake provides an accessible platform for game development, including some of the tools you can use to create the games. The following main features are provided:

  • The accessible game engine known as ZQuake.

  • The game code that makes Quake, QuakeWorld and your mods accessible.

  • A comprehensive framework of utility and accessibility functions that you can take advantage of when creating your own game modifications.

  • Information on how the accessibility features in and outside of the engine work together.

  • The Stats and Servers system, including authentication protocol.

  • Plans for OpenAL ("ImplicitAccessibility") support.

  • Plans for level editing tools. Long-term plans point to some work that will require significant research and development. Whilst this is ongoing, we will look into a tool that will help create simple levels at least.

It is highly recommended that new developers read http://www.agrip.org.uk/ProjectInfoSection – specifically all of "The Technology we Use" - for information on how all of this fits together.

1.4. Licencing

AGRIP is an Open Source project. Anyone is welcome to use our tools and code in the creation of their own games, provided that they keep their creations open (i.e. release the source and derived data files, under the GNU General Public Licence).

If you are interested in using our software as the basis for your own, you must read the licence fully and ensure that you are aware of its ramifications. We are happy to answer any licencing questions – please contact us to find out more.

Some chapters of the distributed packages are not subject to the GPL but other licences – the LEGALINFO file you received (and agreed to when installing AudioQuake) explains all.

If you feel that you absolutely must develop proprietary software based on our code, please contact us and we may be able to arrange an alternative licence.