Archive for January, 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
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 🙂
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.
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
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
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 🙂
Hoadir, the husky
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.