Back from the dead


Heya and welcome to yet another PARPG news update. Three full weeks have passed since the last one and I’m truly sorry for the lack of updates lately. I’ve been really busy with university and although I know a lot more about the reconstruction of the failed state Liberia with the help of the UN now, I rather would have liked to post an update or two in the meantime instead of investing so much time into a presentation I had to give last Friday. Anyways, now that I’m done with it, I got some free time on my hands this week so here’s your promised dose of PARPG news. This time it’s more a newsflash than anything else. While I’ve been busy with real life, the others – especially the graphics department – has been hardworking and there’s simply too much to report to do so in detail. Feel free to browse the forums to read about all the details.

Programming department newsflash

Maximinus had to wrestle with some of FIFE’s quirks lately. Frustration grew and we were actively looking for possible alternatives to FIFE just to be not stuck with it as only possible engine. It seems while FIFE comes with a bunch of quirks indeed, it’s still the best option for the game that we have in mind. A more detailed explanation is provided at the forums.

Python programmer Bretzel continued to work on the inventory code. After we covered his standalone version of it in the last news update, we’re proud to present a screenshot of its new ingame version:
WIP ingame HUD

Furthermore: we’re still looking for a Mac-based C++ programmer to help us with getting FIFE running on Macintosh systems. While it does work in theory, building FIFE on Macs is incredibly complicated; therefore our Mac-based developers would really appreciate a helping hand. If you’re comfortable programming on Mac and got some solid C++ background as well as Linux experience, please get in contact with us at the forums.

Game design newsflash

Zenbitz has been hardworking as every week and continued to flesh out his thoughts on wounding.

Graphics department

Ohh boy, these artists don’t seem to be sleeping. While this update contains a whole bunch of images, there are about a dozen more at the forums. To save myself some time I’ll simply show some of their latest work and link to a recent thread with more pictures. Enjoy 🙂

Shrew81

Warehouse render (WIP version posted in the last news update):
Warehouse

Slegdehammer:
Sledgehammer

More weapon renders by Shrew81:
http://forums.parpg.net/index.php?topic=213.0

Zimble

Building interieur:
Building interieur

More renders by Zimble:
http://forums.parpg.net/index.php?topic=214.0

Zeli

Zeli is one of the new concept artists on the team.

Reindeer panorama:
Reindeer panorama

Improvised weapons:
Improvised weapons

Sirren

Sirren worked on a bunch of inorganic & organic models for PARPG lately.

Valmet RK 62:
Valmet RK 62

Animated reindeer:
Animated reindeer

More renders by Sirren:
http://forums.parpg.net/index.php?topic=190.15

Project management newsflash

We’re currently trying to establish developer meetings at our IRC channel on a regular basis; preferably at least twice a month. In case you’re interested to take part, head over to the forums and let us know which day of the week would be best suited for such a meeting.

That’s all for today. See you next week 🙂 Hopefully with less topics to cover that I can therefore flesh out in more detail.

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  1. #1 by Wanderlust - June 3rd, 2009 at 00:13

    I read in a previous post you are looking for composers. You might want to check out my music to see if I’d manage contributing:

    http://www.reverbnation.com/wanderlustproject

    My music doesn’t sound like the Fallout ambient soundtracks, but I also composed some electronica before. Anyways, if you’re interested, you know where to find me.

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