Posts Tagged beliar

Fast forward

We have some happy things to announce! I don’t even know when to post this entry, looks like every day something important happens 🙂
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 🙂

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Towards a busy summertime

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:

PARPG – Alpha Version of open source Linux Post-Apocalyptic RPG

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 😉

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