The PARPG revival experience

Heya community 🙂 Long time no see

The reason why I’m posting again is to report that I’ve decided to try to help to get the project back on track. I’m still sorting out my study-related problems, but things are at least on its way now so I feel more comfortable to invest at least a certain amount of time into PARPG, whenever possible.

As you may or not may know: I stepped down in March after techdemo 1 had been shipped to focus on my studies. Unfortunately I wasn’t able to find a new project manager for PARPG in the next weeks. While the developers who were left gave their best to move forward with the project, problems arose nevertheless and the project fell at least partially apart :-/

The devs who are left (Q_x, Beliar and I) discussed how to move forward with PARPG today and we decided to give the project another try with a change in scope. We’ll be focusing on the programming side of things for now until we’ve shipped a second techdemo. The reason for this is rather simple: there aren’t many developers left at this point and coordinating the work of all departments was quite complicated in the past.

So here’s the plan for now: we’ll try to get a new experienced Python programmer on board to help us in this field. While Beliar did a great job to extend PARPG in some fields, it’s simply too much work for a single programmer. We’re looking for somebody who either already has prior experience working on team projects (open source or not) or extensive solo Python programming experience. Basically someone who could provide guidance in the field due his experience. We’ve posted help wanted adverts at and today, so hopefully somebody willing to contribute will spot these adverts 🙂

Furthermore we decided to limit the scope of techdemo 2. The second techdemo will only feature an overhauled dialogue engine and an implementation of basic primary stats for player and non-player characters. We don’t plan to add any new content for the upcoming techdemo releases besides (placeholder) art that is needed for the visualization of new features, e.g. for the dialogue engine or the primary stats of (N)PCs.

That’s basically all to report at this point. I plan to keep you updated about our progress (or lack thereof) trying to revive the project at least once a month here at the blog. In case you’re a Python programmer and would like to help us getting things rolling again, please don’t hesitate to get in contact with us.

The best way to reach us is to visit our IRC channel: #parpg, at If you don’t have access to an IRC client at this point you can simply click on this link to join the channel in your web browser: join #parpg in your web browser.

That’s all for today, see you in December with an update concerning our efforts trying to find a new programmer.

  1. #1 by Charlie - November 4th, 2010 at 23:40

    Yes! Release early, release often! Keep new release focus small, achievable… if each release is better than the last, each release a step forward, then the chances of attracting new contributors increases because there is more to show.

  2. #2 by mvbarracuda - November 11th, 2010 at 00:35

    Yep, that’s the plan for now Charlie 🙂

    Thanks for your continued support of the project!

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