Archive for May, 2009
Heya and welcome to yet another weekly PARPG news update! As we got quite a bunch of topics to cover this week, I’ll keep things short and in case you’re interested in the details, you can always check out the threads at the forums as well as the articles at the wiki.
Overhauled combat system
Zenbitz has been rather busy lately but he invested some of his spare time into overhauling the Combat system proposal. If you’re interested in the details and the ongoing discussion, check out the thread about it at the forums.
On a modeling spree
It seems like the whole graphics department is on a modeling spree lately. 3d artist Shrew81 continued to work on his hut model and the latest – basically finished version – turned out quite well:
Furthermore he also started to work on a larger warehouse so we can use this building for testing purposes. At the moment the programming department is investigating how larger objects can be implemented into the game without running into z-ordering and blocking issues. Anyway, here’s a work in progress render of it:
Sirren has been hardworking as well and has started to model a second female raider. You can check out the latest work in progress version at the forums:
Every RPG needs a player inventory. So Python programmer Bretzel teamed up with graphics artist Sirren to investigate how such an inventory could be implemented – programming-wise as well as visually – for PARPG. The current version of the inventory code is actually still a standalone FIFE client but that’s just the first step; the next one will be to properly integrate it into PARPG. For those who are interested in the details and would like to test the inventory themselves, head over the the forums and check out the two threads about it there. For all the others, here’s at least a visual impression of the first draft:
O Tile Artist, Where Art Thou?
Despite all the latest efforts in the graphics department, there is still plenty of room left for additional contributors. At the moment we’re searching for graphics artists who would like to work on creating ground tiles for the project. Lamoot recently wrote a guide about the topic at the graphics section of the wiki. Unfortunately he’s rather occupied with fleshing out the other guides at this point so we would appreciate any help in the field so we can see finally see some snowish looking tiles ingame. If you would like to get involved, head over to the introduction board of the forums and let us know!
Maximinus refactored large parts of the code to ease the work of potential newcomers in the department. A proper data model has been implemented and the map data has been split up. That means that objects and NPCs are cleanly separated from static map data now.
Now refactoring itself does not provide any material for fancy screenshots but he wanted to provide some eye candy for this week’s update nevertheless. Therefore maximinus imported Sirren’s latest model to give you an impression how it looks ingame:
Last but not least he also commented on the next steps for the programming department. Might be pretty interesting especially to programmers who consider to contribute to the project but also to everyone else who’s interested in PARPG’s future plans in this field.
Trac spam issues addressed
Unfortunately our trac system has been invaded by spammers a couple of days ago. We had to deactivate ticket creation for anonymous users to stop it. Fortunately our host cvsdude.com addressed the issue rather fast and installed an anti-spam addon; anonymous ticket creation is activated again and hopefully the spam problems are gone as well.
On the upswing
Despite all the economy recession going on at the moment, the project seem to be on an upswing nevertheless. It can’t be coincidence that the new graphics artists on the team Zimble decided to apply with the model of a windmill. We’ll hopefully find a place for this one in the game as well:
That’s all for today, see you again next Monday!
Heya and welcome to yet another PARPG news update! This week we got a number of interesting topics to cover: an updated roadmap for the programming department, some first guides for the graphics artists, new work in progress 3d models as well as progress in the writing department.
Updated programming roadmap
PARPG programmer maximinus updated the programming roadmap with some new tasks lately. Hopefully this kind of provided guidance helps interested programmers to find a starting point for exploring the PARPG code. Furthermore he compiled a little checklist for programmers how to get started with PARPG in general.
After it has been rather quiet in the writing department in the last weeks – we’re still a bit puzzled how to tackle getting started in this field – our writer egalor started to flesh out the region of the former Baltic States at the forums. The version found at the forums is pretty much just a first step and he appreciates all kind of feedback. Nevertheless it’s a step in the right direction to get things started in this department again.
Searching for new developers
As there is still a lot of room for additional developers on the team, we decided to include this call to arms in a news update as well. You can contribute as a programmer, graphics artist, composer, writer, gameplay designer or project manager. A couple of new developers showed interested in the project over the course of the last week but we generally don’t announce the introduction of new developers. We want to avoid pressuring the developers who often are not sure how much time they can spend on such a project. So we prefer to cover the activities of any developers once there’s actually something to report besides that they’re somehow (interested to get) involved in the project.
New graphics tutorials
The whole graphics department has been really hardworking lately. Let’s start with our artist Lamoot, who recently started to work on tutorials for the department. You can check the list of tutorials at the wiki. Furthermore he improved the Blender rendering setup to ease the work of the involved graphics artists. You can grab the latest version of it from our Subversion repository.
Crates, we need crates!
You can never have enough crates in a game. If we had not decided to create an RPG, we surely would have agreed on creating a Sokoban remake 🙂 Anyway, our new graphics artist shrew81 knew about our Sokoban dreams and decided to create some crates for the project; mainly for rendering tests but as said: every game needs at least one crate, or even more.
Besides these crates he started to work on some weapons as well as scenery objects for PARPG. Check out his art thread at the forums.
Character models, part 2
As already reported last week: 3d artist Sirren is working on character models based on JustinOperable’s sketches. They’re still work in progress, at least the rendered versions of them; the actual models are pretty much done. So don’t worry about the quality of the smaller preview versions in the pictures: the final renders and ingame versions will look better 🙂
That’s all for today 🙂 See you again next week!