About

PARPG is a post-apocalyptic roleplaying game currently in planning stage for a second techdemo release.

Agreed upon key elements

  • Singleplayer RPG. No multiplayer or coop gameplay.
  • Post-apocalyptic nuclear winter setting. Story, setting and game mechanics details get currently fleshed out in detail.
  • Tactical, turnbased combat.
  • Emphasis on well-written detailed dialogue.
  • Meaningful choices and consequences. Multiple paths to complete quests, including non-violent ways.
  • Isometric 2d graphics instead of going for full 3d engine complexity.
  • Written in Python (2.6x branch). Utilizing the FIFE game engine.
  • Open source code (GPL 3.0) and asset licensing (CC 3.0 BY-SA).
  • Non-profit. The game and all tools will be free of charge for everyone.
  • Open development philosophy. Public development wiki and forums. Anonymous SVN checkout.
  1. #1 by mirotrash - March 2nd, 2009 at 08:25

    new fallout???
    when?!? where?1? how??? gimme gimme gimme…

  2. #2 by admin - March 2nd, 2009 at 08:44

    PARPG is not meant to be a “new Fallout” game. It’s rather meant to be partially inspired by the first two games of the series. Other sources of inspiration are Planescape: Torment, Arcanum and the Realms of Arkania series. And these are just my influences. The other developers on the team are surely inspired by some other RPGs as well.

  3. #3 by Jerome - March 5th, 2009 at 17:44

    Looking forward to PARPG – glad to hear someone is moving forward with a 2D isometric rpg – too many recent isometrics are 3D with a tilted camera, and it shows. Looking forward to following it closely!

  4. #4 by Mark - March 14th, 2010 at 01:34

    Good luck, team. I’ve played and enjoyed many of the Fallout series and really, I still think the inspirational game of all of them, Wasteland, was still one of the best games I’ve ever enjoyed. What made that game so great was that you could do so much with everything, including using every stat you had to solve problems. Up against a tough door? You could use your strength to bust it down, your lockpicking skill to pick it, your intelligence to figure a completely different way around it, etc. There were no boundaries. If you can bring that level of interaction to it, it would be a great leap backwards (as in, we did it 20 years ago on two floppies, but we can’t do it any more with all this new tech?)

    It would be a lot of work, so I just want to wish you luck with whatever path you follow and boundaries you set for yourself. I’ll be watching and hope I get to play a great game someday.

    P.S. I also loved Arcanum and Planescape:Torment. With this inspiration, how can you go wrong?!?

  5. #5 by neonfish - March 15th, 2010 at 13:51

    Holy shit! This is perfect.
    Python? So cool.

  6. #6 by x2tom - March 16th, 2010 at 01:35

    I know you guys have ready idea. But maybe you can consider making Jeremiah (comic/tv series) theme like game.

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