Posted by mvbarracuda on January 18th, 2011
We were informed today that PARPG’s Techdemo 1 installer for Win32 is actually broken. We did some research on the topic and it became clear that the problem is caused by ActivePython. The download URL for the ActivePython installer is hardcoded into the PARPG Techdemo 1 installer. As the ActivePython developers moved around some files on their server lately, the old ActivePython installer can’t be downloaded anymore and therefore PARPG can’t be successfully installed unless you untick the ActivePython box.
We decided to address this problem right away and compiled a fixed installer that contains a working ActivePython URL. You can download the updated installer here: Updated PARPG Techdemo 1 installer
We recently overhauled our download article at the wiki as well. Setup instructions how to install the updated PARPG techdemo 1 installer on Win32 can be found here: How to install PARPG Techdemo 1 on Windows
Posted by mvbarracuda on January 16th, 2011
Heya and welcome to another PARPG news update 🙂
Writer application process
As you might remember: we were looking for a lead writer for PARPG recently. Quite surprisingly for us, not just one but a couple of writers were interested in filling this role on the team. We considered to use a formal application process to handle this but after quite some discussion on the team we realized that giving writers a formal task to work on might not work out that well in reality due a couple of reasons.
A formal work sample will tell us nothing about the communication skills of a writer. Furthermore a work sample doesn’t really give us any idea how well (s)he can adopt established workflows or if (s)he’s interested in actually helping out with defining these writing workflows/guidelines.
Therefore we decided to invite every interested writer to spend the next four weeks with us working on the game. Writers will brainstorm with the other developers. We will develope a creative vision for the writing department together. You have the chance to contribute with your creativity by fleshing out new writing content (as proposals) or reviewing existing content and revising it with the other developers.
If you’re interested in contributing to the project as writer, please check this article at the wiki where all the details of the process are covered: Writer application process
Next news update scheduled for early February. We can hopefully tell you by then how the writer application process worked out 🙂
Posted by mvbarracuda on January 8th, 2011
Heya and welcome to yet another PARPG news update!
This is the first news update in about 5 weeks, so you must be asking yourself if we have been rather lazy lately. The good news is we haven’t 🙂 We have actually been that busy that we didn’t find the time to write a news update. But now I finally found the time (and motivation) to sit down and write this damn news update. So without further ado: here’s your monthly dose of awesome PARPG news!
PARPG looking for a lead writer
PARPG is now actively looking for a lead writer. In a nutshell: our past writing efforts never took off in a consistent and structured way. When the project started, we’ve agreed upon some basic setting guidelines and wanted to leave the rest to the to be found writers. Unfortunately that process didn’t work out well in reality. Interested writers in the past mostly focused on fleshing out NPCs or proposed potential storylines for the game. At the same time, no writer was really willing to commit to fleshing out setting elements and what kind of writing themes would be worth exploring in the game. So now we’ve got loads of writing ideas (TM) sitting in the wiki but there is almost no consistency to them. Therefore we have decided to tackle the problem from a slighty different angle than in the past.
We’re looking for a lead writer who would be willing to commit to the more substantial parts of the writing process. We’re looking for somebody who is not afraid of making decisions in the fields of setting, themes to explore and storyline of the game. Obviously somebody who is familiar with the post-apocalypse genre would be strongly prefered.
If you’re interested in the details, check out the detailed lead writer advert at the wiki!
New wiki content license
Related to our new writing efforts: we’ve switched the license of our wiki content. In the past we have been using GDFL, we’ve recently switched to CC 3.0 BY-SA. The main reason is that writing content will mostly reside at the wiki first, so it makes sense that wiki writing content and ingame writing content are published under the same license. If you’re interested in the details, check out updated license article at the wiki: http://wiki.parpg.net/License
In case you want to license your former wiki contributions differently, please let us know at the forums.
We’ve spent a lot of time over the last weeks to flesh out how our GUI should actually work. To cover all details here would be overkill, so I’ll cheat and simply send you to the forums for details. Check out this thread where GUI discussion is still ongoing.
Massive project documentation update
The main reason why I’ve been incredibly busy lately, is that I gave our project documentation at the wiki a major overhaul. Workflows have been fleshed out, departments have a new structure, content has been categorized. This was a massive undertaking and is still ongoing. But it was really necessary because some departments were and are still in pretty bad shape. Categorizing all the existing writing content was essential as you can’t expect that interested writers wade through dozens of outdated articles without any indication what these articles are about.
As project management work is usually not considered to be the epitome of excitement, I won’t go into lenghty details. If you’re a sucker for project management and would like to learn from our mistakes, check out this article: http://wiki.parpg.net/How_to_manage_your_department
That’s all for today, next news update scheduled for February 🙂
Posted by mvbarracuda on November 29th, 2010
Heya and welcome to yet another PARPG news update! There’s quite some news to report, so let’s get started.
New Python programmer on the team
We were looking for a new experienced Python programmer for PARPG, to get the project back on track. And well, we found one 🙂 We’re glad to welcome Technomage on the team who already got his hands quite dirty on a bunch different tasks.
Plans for techdemo 2 fleshed out
As pointed out in the last community update in early November: we decided to limit the scope of techdemo 2 in terms of features to get the release out in a reasonable timespan.
There will be two main objectives for techdemo 2:
- Document the current dialogue engine and extend / modify it to ease future maintenance and working with it
- Implement basic support for character stats and character descriptions
Technomage already took care of the first task and documented the old dialogue engine at the wiki. Furthermore he even compiled a list of proposed changes to the dialogue engine that have been already partially implemented and commited to our SVN repository. There are still some bits and pieces missing, but the dialogue engine rewrite is on a good way 🙂
After all planned dialogue engine changes will be implemented, we’ll look into implementing basic support for character descriptions and primary character stats. We’re not sure at this point if the techdemo 2 release will feature a GUI for these stats, but there will be at least an (ingame console) interface to query, modify and write this data to disk.
Switching to git in discussion
We’re currently discussing the pros and cons of switching to a distributed version control system among the team. Git would be pretty much the first choice for such a system but there are some roadblocks left that we’ll need to clear before actually switching. Right now there seems to be no host who offers free of charge git hosting plus Trac integration for it for open source projects. As we use Trac for milestone planning, tickets and a couple of other of its features, Trac integration for git would be pretty much essential to us.
Anyway, if you’re interested in the details or even want to contribute to the ongoing discussion, head over to our forums where the topic is currently hotly debated.
Notebook GUI concept
As it’s often said: “pictures or it didn’t happen”. We agree that every community update at the blog should come with something fancy to look at, so there you go. Graphics artist Q_x started to work on a notebook-style GUI mockup for PARPG that will likely be used as graphical foundation for a couple of different features: character stats, journal, list of quests, etc.
If you want to provide feedback on the notebook GUI mockup, feel free to do so at our forums. Anyway, that’s all for today. Next news update scheduled for mid December; prolly shortly before Christmas 🙂
Posted by mvbarracuda on November 4th, 2010
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 gamedev.net and sourceforge.net 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 irc.freenode.net. 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.
Posted by Luke on October 18th, 2010
Posted by Luke on August 17th, 2010
If you are curious, we have hit our 650-th code commit. The development is really fast this days.
We are working to have really easy and rich interface for a player to interact with. Vaporice fixed our internal console so that it accepts pythonic input, and Domtron Vox provided scrolling map with a mouse (plus using some fancy cursors) instead of binding the camera to the character, like it was before. And thanks to Beliar we finally have a really nice game menu, and after a long time, player is finally able to solve the beer quest! (its more than a simple quest – the result varies, depending on the quality of the resources used when brewing the beer)
We are still working on many essential features, it is quite normal state of things when starting. But really having this game both basically playable and good looking (maybe even ready for building a part of an actual content, who knows…) is a step that proves the philosophy of the project works as expected.
Starting an adventure in the Graphics Department should be less confusing for all the new artists, hopefully. From managing and coordinating a host of scattered ToDo lists, we switched to working mainly with the tickets. There has been also a small cleanup made in the docs, so that all the important things are now in the wiki. Learning and searching for something interesting to do should be really easy now. We are also willing to make inter-department work easier, mostly between the writers and graphics department to produce high quality artwork.
Any plans for the nearest future, you may ask? Well, we are preparing for a major step in the code development – implementing of the RPG mechanics. 🙂 And what is going on in the Graphics Department? Well, strangely enough, Q_x announced he will make a prototype of a novel music playback engine, that will change the uninterrupted playback accordingly to what is going on inside the game.
As always we’re waiting with our arms wide open for as many new crew members, as our forums and IRC channel can handle. Dear reader, if you think this is a good idea to have a game like this – it looks like we need some help really badly now. And if you want to help this project to become a part of our common reality, be prepared for a really cheerful welcome 🙂
Posted by Luke on July 13th, 2010
Welcome to yet another PARPG update! After the storm the project is still afloat, but let’s start from the beginning.
First of all, we assumed the only way to continue would be with headless type of management. At least until someone with proper management background or skill comes along or someone takes enough initiative to become the de facto project lead. There have been some substantial changes made to the way we operate to accomadate this. We all know the current state of the project and the direction that PARPG is heading in and so our duties are more elastic now. There is some infrastructure, mindstate and workflow mess that needs that needs to be taken care of. We all intend to seek out things to do or wait until some pop up for us. We will all help each other, rely on each other and support each other in our work; communicate what we need, expect or what would help to make progress. No one and no task is to be left alone.
With these conclusions in mind, the project is aiming to release a playable demo ASAP. Playable in this case means a working basic quest engine – so that player would be able to solve a simple beer quest. Beliar is making big leaps forward in pursuit hit this goal. During only last week he fixed some issues with saving the game state, add a new “Look” option to the inventory items, cleaned up the code just in case someone will show up.
When some of us are gone, what happened in 2D department you may ask? Well, its not as 2D-ish as you would expect :D. Gaspard made a proposal for a new quest “Radio Gaga”. JustinOperable is trying to step up to fill a major void in the team and is attempting to learn Blender so he can make 3d models for the project until a more skilled modeler comes along. We also have our first three, trivial GUI-related sound effects proposed. Also, two of us (JustinOperable and I) worked to write this entry. And a little injection of new 2D artwork was made, mainly new inventory items.
Qubodup was kind enough to cover our progress with his video (and helped to post this entry too :)). You can watch it here:
Whats with the project then? Not “barely afloat” like it was in April. Not stalled or ceased. Yes, yes, we are alive and kicking.
We still need you, dear reader. Any experienced pair of hands cannot be overvalued. We have a whole world to create, almost every quest, phrase, location or item needs your invention to happen.
Everyone is also encouraged to play dice with UH-Guard. Lets keep the forums and our dialog around the project alive 😉
Posted by mvbarracuda on June 11th, 2010
Heya lads. Just a short note from my side: the developers who are still around will hold a meeting at Sunday, 13th of June, 5PM GMT at our IRC channel (#parpg @ irc.freenode.net). The main topic for the meeting will be to find out who’s still around and how the project could be continued. If you’re interested, please visit the IRC channel at that time. Q_x will be acting as meeting moderator (I assume). Unfortunately I’m still busy and therefore won’t be around.
For more information about the meeting, check out this thread at the forums: http://forums.parpg.net/index.php?topic=701.msg8091;boardseen#new
P.S. I haven’t found the time to write down lessons learned from PARPG development and looking at my current timetable, it doesn’t seem that it will happen soon. I haven’t given up the idea yet, but don’t count on it happening soon.
Posted by mvbarracuda on March 24th, 2010
The PARPG project is looking for a new maintainer who wants to take the project over.
The project lost quite some steam in the last months and we decided to ship what we’ve achieved until this point as techdemo 1. Now that techdemo 1 has been released, a number of devs stepped back from their positions or are missing in action. Some developers who are still involved at this point have started to compile an early proposal for techdemo 2: PARPG techdemo 2 proposal
The role of the maintainer
There are two possible ways of approaching the open maintainer position:
- Act as project manager
- Act as lead developer
Project manager approach
The project manager focuses on spreading the word about the project, keeping the community up to date about progress or lack thereof and recruiting new developers for the different departments. First and foremost you would have to attract a new lead developer who takes over responsibility for heading the programming department of the project. Our old lead developer recently stepped back from this position and chances are small to make important steps forward in the programming department without somebody in charge who feels responsible for it.
Lead developer approach
The lead developer approach is different to the project manager one as you’ll rather act as lead developer of the programming department yourself instead of trying to recruit somebody for the job. This comes with pros and cons. While it will be easier for you to push the project forward code-wise as you don’t depend on any help from others in case you can’t attract additional contributors, you’ll also have less time for project management tasks that might be rather vital to the success of the project. At some point, the project has to attract new contributors at least in the graphics departments (2d & 3d), so you’ll either have to find somebody who takes over the recruitment tasks or do so yourself.
Here’s a more detailed listing of the situation in the different development departments:
The former project manager barra (me) stepped down recently to focus on gratuating from university. So there is currently nobody who takes care of the project management related tasks. A list of important tasks has been compiled at the project wiki to give interested contributors who are willing to help out in this field some pointers to get started: list of important project management tasks
If you’re tackling the maintainer position from the project manager point of view, you’ll likely invest most time into these tasks.
The old lead developer maximinus recently stepped down from his position as well. Two contributors in this field are left: b0rland & beliar. While both has been contributing to PARPG since several months, they don’t have the time on their hands to take over the lead developer role. So this will be up to you in case you decide to go down the lead developer route as new maintainer.
The main tasks of the lead developer are to support the other developers who are still around to further flesh out the techdemo 2 proposal and coordinate the implementation efforts once you’ve agreed upon the plans for this release.
Right now there is only one 3d artist (Sirren) and one 2d artist (Q_x) left on the team. As there are quite a bunch of graphical assets available in SVN, finding additional new contributors in this department is not strictly essential to the success of the project in short term perspective.
However you’ll reach a point sooner or later where you would likely want to add new graphical assets to the game so recruiting new contributors will be quite vital to the project in long term perspective at least.
While there is currently no composer who’s working on new audio tracks for PARPG, the situation is not that bad. A number of composers contributed audio tracks to PARPG since the project was founded so there is no immediate need for new tracks for the next releases.
The situation looks quite different for audio effects. Techdemo 1 basically ships without any audio effects and it would be welcome if this would change with the next release.
At the end of the day audio effects feel like icing on the cake to me though. While it would be great to find an audio effects engineer who contributes to the project, additional graphical assets seem even more essential to me at this point.
Zenbitz, who’s also the lead game designer, recently stepped up and decided to volunteer for coordinating the writing department as we were not able to set a story frame into stone yet. Attracting new developers in this field is not useful until a story frame has been fleshed out that provides both enough room for creative freedom but also enough guidance to ensure that writers follow a general agreed upon direction.
As mentioned above: zenbitz has been the lead game designer since the project was founded and he intends to stick to PARPG. You can check out his game design plans at the project wiki: PARPG game design
So there’s no immediate need to attract additional contributors in this field at this point.
The entire infrastructure (blog, forums, wiki, trac, svn, etc.) will be left in place for at least another full year. I’ll try to be around and do my best to support anyone willing to take over the maintainer position.