You just haven’t earned it yet, baby
Posted by mvbarracuda on February 1st, 2010
Heya and welcome to yet another PARPG news update! We’ve got something exciting to announce today: the scheduled release date of the first public PARPG techdemo!
Project management department
But before we get to that, some important personal announcement from my side: I’m sorry to make this step, but I’ll have to take a temporary break from the project for the next two months to focus on my studies. There are still a bunch of papers that I have to finish and I’m incredibly bad a multitasking. Don’t worry, I’ll be back but for now I just need more time to sort out my life.
This said: fortunately PARPG developer shevegen decided to step up and will take care of project management duties for the time being. I’ll elaborate on the details below.
Project meeting
As previously announced here at the blog: we have held an IRC meeting last Saturday to discuss the most important current issues and to pick up some steam again. Thanks to everyone who took the time to actually be around and contribute to it. Here’s a quick rundown of the results of the meeting:
Developer activity
The sad news is: right now we’re extremely short of active developers who can help us moving the project towards a first public release. One major headache has been the lack of actual conflict resolution power in the different departments. Fortunately PARPG programmer maximinus is back from his baby break and decided to step up again, acting as senior programmer and head of the department. Having a formal lead hopefully helps to resolve conflicts in the future.
Transition to FIFE 0.3
Good news from the FIFE team! They’ve recently released version 0.3.0 of their isometric game engine and it looks like they’re on a good way towards more frequent release in the next couple of months. Unfortunately the view_performance branch improvements didn’t make it into this release but we’re still hoping that the changes get merged into the FIFE trunk before we ship our first PARPG techdemo.
One of the most important improvements of FIFE 0.3.0 is the more standard-compliant module import scheme. With the new release, you’re not bound to a hardcoded folder structure anymore but your FIFE-based game can reside anywhere as long as the engine is properly installed. Unfortunately the new module import scheme made some changes to PARPG necessary and as we’re short of active devs right now, Zero-Projekt developer chewie has helped us out by porting PARPG to the FIFE 0.3.0 architecture. Additional kudos go to pirum for providing the actual DIFF to apply and to maximinus for the patch review and bringing it into SVN.
Unfortunately there is still one unresolved problem with our PARPG map editor at the moment. We’re using a custom maploader and mapsaver for the editor and as FIFE doesn’t provide a clean way to utilize these custom loaders, we had to implement it with a rather hacky approach in the past. This approach does not work anymore with FIFE 0.3.0 so we’re currently investigating how we can fix it. FIFE will provide a clean interface for utilizing custom loaders in one of the its releases, but until then, we’re bound to finding some kind of hacky workaround again.
Techdemo release schedule
While open source projects often follow the principle of releasing early and often, it’s also natural that projects want to make a good first impression and therefore take some extra time to deliver a somewhat polished first public release. We’ll have to be brutally honest and admit that with the current lack of active developers, we won’t be able to pull off a polished first release even if we wanted to. Therefore our plans have slightly changed.
One of the few things we can hopefully address before we ship a first release is the status of the QuestEngine. It has to be extended so that users can actually play through our small quests without having to utilize the ingame console. Even in case we can’t make that happen until then, we want to annouce that the release of the first public PARPG techdemo is scheduled for Wednesday, 10th of March.
Here’s the plan: we’ll try to fix as many obvious bugs as possible (including the lack of QuestEngine functionality) until the end of February. After that we’ll move into release preparation mode and work out how to package what we’ll have at that point. A first public release will hopefully help to attract additional new contributors.
My temporary departure
As mentioned above: I’ll have to take a break from PARPG to sort out my life and to finally finish some papers for university. It’s not a topic I’m eager to talk about in detail but I can say that the last months should have been more productive studies-wise. Partially because of my involvement in this project and also because I terribly suck at multitasking.
The fine young lad shevy stepped up and will take care of my duties while I’m away. He has full access to pretty much the whole PARPG infrastructure so he can set up new SVN & trac accounts and take care of all the other tasks which are part of the project management position. I’ve compiled a list of important tasks to provide some guidance and I’m positive that he’s the right guy for the job! Good luck and kudos for stepping up
Full meeting log
In case you’re interested in the details, you can check out the full log of the IRC meeting, starting at the 2010-01-30T15:26:32 timestamp, here: http://logs.unknown-horizons.org/%23parpg/%23parpg.2010-01-30.log
That’s all concerning PARPG for today.
Next news update will be brought to you by the fine shevy. See you back in April and all the best to the brave PARPG devs who hold the fort while I’m away.
Back from the dead part II
Posted by mvbarracuda on January 28th, 2010
Heya dear PARPG community members and developers.
As you might have noticed: I’m back from the dead but unfortunately I have to take a longer break from the project to sort out my real life. We’re currently in a quite critical stage of the project and there are still quite some steps in front of us before we can ship our first techdemo release.
This said: there are important topics to be discussed, e.g.:
- Who’s still active and can contribute to the project at this point?
- How do we want to continue towards our first release?
- How can the project best cope with my temporary departure?
- How can we address the problem of a lack of clear code architecture? How can we try to attract an expert in the field who could help us out?
Therefore I want to invite every interested community member and even more important every developer who contributed to PARPG at some point to attend this important meeting.
A more complete list of topics can be found here: Important PARPG project meeting
Unfortunately we only know that the meeting will be held at Saturday, 30th of January 2010. That’s already this Saturday!
The actual meeting time will depend upon which developers want to attend the meeting. Due having developers from all over the world, we might have to leave out one or two devs; or they would have to get up for it in the middle of the night. That’s surely not a good solution but there’s no real alternative to it in such open source projects where developers are spread around the globe.
If you want to take part in the meeting, please let us know at the forums AND tell us when you would have time for the meeting. The final meeting time will be set tomorrow at 6PM GMT! I’ll update the blog posting with the meeting time as soon as it has been decided.
Edit by shevy:
The meeting will start Saturday (tomorrow) at 15:30 GMT
Come and join, please, no matter if you can only attend earlier or later.
Meeting thread at the forums: http://forums.parpg.net/index.php?topic=644.0
Regards,
mvbarracuda
PARPG SVN r461 video
Posted by mvbarracuda on January 6th, 2010
An update just got in. Open source veteran and long time project supporter qubodup grabbed the latest version of PARPG from SVN and recorded a video of it. Feel free to check it out at youtube:
Kudos to qubodup for his continued support
The Jonestown portrait massacre
Posted by mvbarracuda on January 4th, 2010
Heya and welcome to yet another PARPG news update! The holidays are over so it’s now back to work for us
Still moving towards the release of our first techdemo.
Project management department
As already mentioned in the introduction: most of us had to take a break from the project in December and over the holidays to spend some time with the family and to recharge our batteries. The original plan was to post this update some time after Christmas, but seeing that most of us were still on a break, I’ve postponed this news update until today. The plan is to shoot everyone on the team a short email, hoping that a bunch of devs will be back in action over the course of the next week.
We’ll give you a more accurate picture of our resources in the next news update; right now we don’t really know who can invest time into PARPG in early 2010 to finish our first techdemo release.
Audio department
We reported about Sindwiller’s contributions in the audio department in our last update in December and while most of us have been enjoying the break from the project, Sindwiller has continueed to work on his audio track in the meanwhile. The current version is still work in progress but the volume level has been normalized and a couple of other details have been tweaked, so feel free to check it out: Snow may never end – work in progress audio track by Sindwiller
Programming department
Altough our own programming department has been rather busy due the holidays, there are some exciting news to report nevertheless. First and foremost: the FIFE team plans to ship a new stable release after there hasn’t been such a release in one and a half years! Stay tuned for FIFE 0.3.0 and let’s hope that they can manage to finish the work on it until the scheduled 2010/01/20 release date.
We at PARPG have been always using the latest SVN version of FIFE so the lack of new official releases did not really affect us. But if you would have to compile a complete list of changes and improvements over the last 2008.1 release, you might need to invest a couple of days to not miss anything. So that’s a huge step for the FIFE team and we keep our fingers crossed that FIFE development will flourish over the course of the next months and years. A release date announcement can be found at the FIFE blog: FIFE 0.3.0 release date annoucement
We do keep our fingers even more crossed that one specific improvement makes it into this 0.3.0 release. As mentioned in our last PARPG news update: we’ve encountered performance issues that showed up when you used FIFE in combination with very large maps due the huge number of map instances. The underlying problem has been identified by a number of developers, including PARPG programmer amo-ej1, so FIFE guru phoku decided to look into rewriting FIFE’s view code.
Although the rewritten code does already reside in a branch in FIFE’s SVN repository, it has not been merged back into the FIFE trunk yet. There are still a number of smaller problems, but they can be hopefully fixed soon so every FIFE-based project can profit from the vastly improved performance of the new code. We’ve tested it on a number of system ourselves and encountered improved performance up to 400% (read: yes, that’s four times as fast as before) on some systems in combination with our profiling map. If you’re interested in the details and/or would like to test the branch yourself, head over to our forums and check out this thread: testing the view_performance branch with PARPG
Writing department
While most of us enjoyed their free time, zenbitz continueed to work on the ingame dialog scripts. Feel free to test the latest version of them yourself!
Graphics department
In case you wondered about the title of the news update and what the heck it is supposed to mean. Well, we saved the best for last
So here we go, a whole bunch of new portraits, created by our concept artists. Most of them have been drawn by Gaspard, with the exception of the Ula portrait, which has been created by JustinOperable. Enjoy them
Camilla
Synnove
Hoadir, the husky
Kimmo
Jacob
Ula
Character pinups
There are actually even more new and refined portraits at our wiki gallery. E.g. an updated version of the female guard shown before or Dig, the bouncer, created by comscar. Feel free to check them all out.
That’s all concerning PARPG for today.
Last but not least: the fine folks at Iron Tower Studios released a first combat demo of their upcoming post apoc ancient Rome indie RPG Age of Decadence. Their persistence in continuing to create a game against a lot of odds and especially their fair, open and transparent way of community interaction has always been a great source of inspiration to me and without their example, PARPG might not have been founded at all. So to give credit where credit is due, check out their combat demo and feel free to head over to their forums to provide feedback. They actually care about it
Next news update scheduled for Monday, 18th of January. See you then.
Obstacle 2
Posted by mvbarracuda on November 17th, 2009
Sometimes there seem to be an endless number of obstacles to jump over in the course of developing a large scale game from scratch. In the end it all comes down to persistence to work through all of this. This said: heya and welcome to yet another PARPG news update!
Project management department
As a bunch of interested community members have checked out the SVN versions of PARPG, here’s a somewhat important announcement. The FIFE development team recently released a new version of their Win32 DevKit (which has been formerly known as the Win32 compile SDK). In case you’re running an SVN version of PARPG on your Windows system, you should switch to the new DevKit as soon as possible as the old 2008.1-r1 compile SDK will stop to work as soon as you update your FIFE checkout. The new DevKit addresses a very annoying guichan utf8 issue and furthermore introduces Python 2.6 support. That also means you’ll actually need Python 2.6 to run FIFE-based games on Windows and furthermore you’ll also need PyYaml for Python 2.6 to run PARPG.
I don’t want to go into any details here at the blog. If you run PARPG on Win32 right now, check out these two articles:
In case you can’t get PARPG working with the new DevKit, head over to our forums.
Programming department
As this is a _very_ image heavy update, I’ll keep programming-related remarks rather short in this time. amo-ej1 created a dialog checking tool that helps the writers to validate their scripts. Saritor started to refactor our GUI code and created an architecture proposal for the GUI module at the wiki as well.
Graphics department
Let’s welcome new artist comscar on the team! His handdrawn snow shoveler concept has been digitalized and refined by veteran Gaspard:

Gaspard also created a snow panomara concept entitled Alone in the wilds:
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Fallout modding veteran Continuum created a set of rusty barrels. The model together with the textures that have been taken from burningwell.rog can be now found in SVN as well:
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Unfortunately I forgot to cover the creations of new artist on the team EGO in the last news update, so let’s take care of it this time. He created a mockup of the techdemo mall location that can be used as source of inspiration by our 3d artists:
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EGO furthermore also created a lone explorer concept art piece. Enjoy it:

I promised a whole bunch of new images in this update, so you’ll get a whole bunch! Let’s also welcome Q_x on the team who created this main menu mockup:
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We introduced a screenshots section at the gallery in the last news update. In the course of the last two weeks we’ve updated it with a couple of older shots that hadn’t been added yet. Feel free to check it out.
I know that I sound like a broken record but we’re still short of 3d artists who could model objects for the upcoming techdemo with their modeling tool of choice. In case you’re interested in getting involved, please introduce yourself at the forums.
As we are still short of 3d artists right now, concept artist Zeli had a stab at 3d modeling and created his first model for PARPG: a multi level building. Looks like he has a hand for this:
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That’s all for today. Next news update scheduled for Monday, 30th of November. See you then
Mirror, mirror on the wall …
Posted by mvbarracuda on November 2nd, 2009
… who has the fairest portrait of them all? Heya and welcome to yet another PARPG news update.
Let’s start with a little disclaimer before we take a closer look at the events of the last two weeks. I’ve mentioned this in the past but as days since the last news update have been quite productive for us, there is more and more progress that I could cover in such a news update. But the news updates would take far longer to write and would be very long-winded if I would actually do that. This said: if you’re interested in all the little details, there are various ways to stay up to date:
I’ll try to avoid missing any major contributions but sometimes it simply happens, especially in busy weeks. If you want to see something specific featured in a news update, simply give me a gentle pointer by posting in the news update thread at the forums.
Project management department
With the project growing and growing over time and considering there has been quite some developer fluctuation it gets harder and harder to coordinate the departments and to keep track of progress and tasks we still have to take care of. Our programming department copes pretty well with it though despite a whole bunch of developers who are involved in the field. This is mostly due using the Trac software for coordination and progress tracking purposes.
While we were a bit worried about using Trac for all departments as it takes some time to figure out how to use it, alternative workflows turned out to be more complicated and/or frustrating. So we’ve started to move more and more tasks to Trac tickets so we can keep track of who’s working on what, which tasks have already been tackled and which ones we still have to take care of before we can tag a milestone as completed. We’re aware that this will be a rather long process but this announcement is basically the first step to utilize Trac more and more as it’s pretty much impossible to handle such a complex project otherwhise. If you’re interested in the details that lead to this conclusion, check out the discussion at the forums.
Programming department
The programmers have agreed upon establishing a short weekly round table meeting to talk about who is currently working on what and to clear up any questions and problems that came up in the process of tackling these tasks. The meetings take place every Saturday, 6PM GMT at the IRC channel of the project. If you’re interested in the results of first two weekly meetings recently held, check out the meetings section at the wiki.
Our programming staff was able to implement a couple of new features and fixes over the course of the last two weeks. Saritor, who has been around for quite some time, submitted a larger map change patch so you can finally move to other maps now (and back again as well) without crashing PARPG. As the other devs were quite pleased with Saritor’s contributions, he’s now a core developer on the team. Which is basically just a fancy term for a developer who has earned the special trust of the others and therefore gains write access to the SVN repository. Congrats and we’re looking forward to tackling this project together
New Python developer on the team Vaporice has started to flesh out a proposal how the quest engine could work in PARPG. The submitted code can be now found in SVN after it had been reviewed. And there are more good news to cover: Kaydeth recently fixed save and load functionality so you can finally save the game and load it again as well.
Writing department
Zenbitz recently revamped the starting page of the writing department at the wiki. It should be a bit easier for new interested writers to get started now.
This said: he also worked on ingame dialog and the drunkard character now features his written lines. Feel free to check it out yourself by testing the latest SVN version of PARPG. For those who don’t mind waiting until the techdemo release, here’s at least a sneak peek: ![]()
Graphics department
Concept artist Gaspard got inspired by zenbitz and recently started to clean up the graphics department starting page as well. In the meanwhile Zimble documented the settings of the Blender rendering setup at the wiki. At the moment we’re trying to attract additional 3d artists and as we don’t want to limit them to using a specific 3d modeling package, we have to figure out how to recreate the setup in terms of camera position, shadows/lighting, etc. in different 3d tools. Hopefully somebody can actually use the documented information to set up his favourite tool for PARPG and start to contribute art to the project.
While there have been ups and downs in all departments, the graphics department, especially the 3d art section of it has caused us some major headaches simply because there is a lot of content to be created for our first techdemo and the number of active developers in this department is rather small. We’re still hoping that more 3d artists get interested in PARPG but the first public release might actually help to spread the word about the project and reach artists who didn’t know about the project before. Let’s see how that works out.
We recently added a screenshot section to our wiki gallery, so feel free to check it out. Right now there is only one screenshot (the drunkard dialog) but I’m sure that it will fill up nicely over the course of the next weeks. This said: there is more new content to see at the gallery. Gaspard also created a whole bunch of new character portraits. Here are just two of them; the others can be found at the gallery.
Hatman:

Farmer:
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That’s all for today. Next news update scheduled for Monday, 16nd of November. See you then
Press release #1 available
Posted by mvbarracuda on October 9th, 2009
We recently decided to spread the news about the project to a larger audience, hoping to attract some new contributors this way as well. Here’s our first press release that we’ll send out to two smaller websites today; hopefully at least one of them picks it up and features it in their news section. Don’t wonder: the press release features all sorts of information that you already know if you’ve followed the project over the course of the last weeks and months. It’s rather meant to summarize some vital points, not to introduce any new information for the insiders.
About PARPG
PARPG – short form for Post-Apocalyptic RPG – is an isometric 2D roleplaying game inspired by classics of the golden age of the genre such as Fallout, Arcanum and Planescape: Torment, while being set in the harsh winter of post-nuclear Scandinavia.
It is the undertaking of an independent development team to create an old school RPG in the spirit of the aforementioned games while offering the game itself and all tools created as free downloads. The complete source code of the game and tools as well as of all assets (maps, graphics, text, music, etc.) are released under open source licenses. PARPG is entirely written in Python and powered by the open source game engine FIFE.
Project and team philosophy
The work on PARPG began in early February 2009 and over the course of the last months a team has assembled to create a single player roleplaying experience. We have decided to use isometric 2d graphics instead of trying to tackle the complexity of a 3d engine. The undertaking is ambitious enough so the team would rather focus on the game play of PARPG than to compete with commercial projects in a battle for the best next gen graphics glitz that you can’t win as an indie developer anyway.
PARPG is meant to feature meaningful choices and consequences throughout the course of the game. There will be multiple paths to complete quests including non-violent ways. Combat will be fought in a turnbased manner, inspired by the combat mechanics of the first two Fallout games. Furthermore we are aiming for well-written detailed branching tree dialogs.
What sets PARPG apart from other independent RPGs is both the non-profit nature of the project as well as the open development philosophy behind it. The entire development wiki as well as the forums are public; the same goes for the SVN repository where the sourcecode and all assets are stored. This way interested community members can always grab the latest version of the game and test it themselves.
A first release
While there is still a long way to go before we will see a full featured release of PARPG, we would like to release a tech demo of PARPG as soon as possible. This first release is planned for the end of 2009 and will hopefully already feature a simple inventory / object / looting model, basic branching tree dialog, a first customized version of the FIFE map editor to create PARPG maps as well as load and save functionality.
Looking for additional contributors
Creating a complex roleplaying game is an ambitious undertaking so the team appreciates every helping hand. While there are open positions in all development departments (programming, graphics, audio, game mechanics, writing) we would like to emphasize the we are currently in severe need of additional 3d graphic artists. You can use your modeling tool of choice and while we can offer no monetary compensation due the non-profit nature of the project, getting your models into a release surely makes a good portfolio piece.
If you would like to lend us a hand, don’t hesitate and get in contact with us by introducing yourself at our forums. If you want to talk to the developers you can join the IRC channel of the project as well.
Additional information
Now you are curious and would like to know more about the project? Check out the development blog, the project wiki or head over to the gallery for all the eye candy.
Promo kit
A promo kit has been released for everyone who would like to cover the press release. The kit features a selection of concept art pieces, renders, animations and screenshots, released under Creative Commons 3.0 BY-SA. Please check the included readme.txt for details.
PARPG promo kit available
Posted by mvbarracuda on October 7th, 2009
Heya and welcome to a short instant news update.
Now that we’re moving into the direction of a first public release of an although very small and rather limited techdemo of PARPG, we would like to spread the word about the project to a bigger audience. We’ve compiled a first promo kit containing selected animations, concept art pieces, renders and screenshots. The material provided in this kit is meant to be used by everyone who would like to help spreading the word about the project. All material released under CC 3.0 BY-SA.
Check out the included readme.txt file for all details. You can grab the first edition of the promo kit here: PARPG promo kit October 2009

