Taylor-made (sic!) strategies

Heya and welcome to yet another PARPG news update. Two weeks have passed since the last regular one and I have to say that they were rather eventful for the development team. Let’s jump into the news update right away.

Project management department

We’ve published our first official press release at the blog recently and sent it out to two websites, hoping that they would pick up the story in their news sections. Fortunately the old school Fallout fansite nma-fallout.com covered it and we’re quite grateful for their support to help spreading the word about PARPG. Feedback has been generally positive, if you’re interested in the details check out the news discussion thread at their forums. We thank NMA admin Brother None for his continued support of the project!

Programming department

There are a bunch of potential topics to cover in the programming department but I want to focus on the prolly most important one first: PARPG developer or1andov ported the FIFE map editor for PARPG so it’s now possible to create and edit PARPG-specific maps via the editor instead of doing it by hand. The editor has been working since quite some time on Linux but it took us a few days to figure out some specific win32 problems that held us back from using it on this platform. Fortunately Kaydeth found the culprit in the end and fixed the issue.

The FIFE map editor is a great tool but it’s not the most user friendly one; there is definately room for improvement in this field. We’re currently working on a map editor tutorial but there are still a lot of aspects of the tutorial that we will have to flesh out in the course of the next weeks. I’m rather short of time right now but hopefully I can continue to work on it, especially on the weekends.

The last two weeks have been quite productive for the entire programming department. New Python programmer amo-ej1 created a tool to automatize XML animation file generation for agents (=(non-)player character(s)). You can grab a copy of it at our Subversion repository. In the meanwhile Kaydeth continued to clean up the code base to ensure that it’s compatible with the PEP 8 Python coding standard proposal.

I can’t cover all of the recent developments in the department in detail. So if you would like to know more, please check the full project timeline of the last two weeks at Trac.

Writing department

The work on the techdemo is coming along quite nicely in the writing department. Game mechanics designer zenbitz and community member shevegen decided to step up by starting to flesh out the techdemo quests article at the wiki. Feel free to lend them a hand by contributing. Both of them can be often found at the IRC channel of the project so you’ve got a good chance to get a hold of them there.

Graphics department

Despite the small workforce in the graphics department at this point, there is quite some progress to report in this field. Fallout modding veteran Continuum created a junkhouse residing on a fundament of barrels:
Junkhouse render by Continuum

3d artist Sirren created the first building for the upcoming techdemo – a guard tower:
Guard tower render by Sirren

You surely remember Sirren’s agent animations that have been covered in some of the recent news updates? Russian Flash developer Dragon created a little web application to show the animations in action. In case you haven’t checked them out yet as you didn’t want to build FIFE from SVN sources, feel free to give his app a test: http://lab.dragonnoid.ru/flash/isometry/

Last but in no way least, concept artist JustinOperable created a first character portrait for the upcoming techdemo. Check out his awesome drawing of the female guard character that will be used as portrait for the dialog interface:
Female guard portrait by JustinOperable

That’s all for today. Next news update scheduled for Monday, 2nd of November. See you then 🙂

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  1. #1 by Madarame - October 20th, 2009 at 18:18

    I like the concept work on her, but the nose ring is a bit over the top. I like the studs she has on the lower lip, that looks cool and gives her a toughened edge to her but the nose in my opinion should go. It kinda dampens the facial aesthetics. Does that makes? am I saying ot correctly w/o stepping on toes? Oo;

  2. #2 by mvbarracuda - October 20th, 2009 at 18:30

    Feedback is always appreciated Madarame 🙂 That’s what the comment form is for. We’ll forward your suggestions to Justin and let’s see what can be done.

  3. #3 by Stigg - October 22nd, 2009 at 00:53

    Props on the works so far! Wish it were all finitos though, with big coop storylines… If only i had the 3d programming knowledge I would help out…!!!

    Keep it up! Open Source all the way!


  4. #4 by roger - October 31st, 2009 at 22:29

    The house and the guard tower looks great. i hope we can see a demo soon!

  5. #5 by skymandr - January 8th, 2010 at 14:41

    Really cool artwork! To bad she’s just an NPC…

    I disagree with Madarame on the nose-ring; I think it adds a lot of character and goes well with the rest of the design, not to mention that it looks good and suits her. Moreover, it accentuates the (neo-)tribal look.

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