Posts Tagged Bretzel

Newsflash Gordon

Heya and welcome to yet another PARPG news update. I’m still quite busy with writing papers for university but as I got 1.5 weeks until I need to hand in the next one, there is sufficent time to finally post an update here. Enjoy!

Project management department

Some of you might have tried to update your PARPG SVN checkouts lately but wondered why SVN reported an error. We’ve recently restructured our SVN repository so the game’s path has slightly changed. If you’re doing a fresh checkout, use this URL to just grab the game itself:

For the ones who have already checked out the game in the past and would like to update now without having to download all the files again, check out this guide at the forums that explains how you can do so: SVN switch to new game path

The download article at the wiki was updated to reflect these changes as well: how to download PARPG

Programming department

In the programming department, there are a bunch of ongoing refactoring efforts. We were lucky enough to attract quite some fresh blood lately and the new guys are becoming acquainted with our code right now. While some refactoring efforts already found their way into our SVN repository, it’s still a long way to go. If you’re interested in the details, check out the programming section of the forums to get an idea of the ongoing refactoring discussions: programming department section

As we had to cope with a bunch of problems and staff changes in the programming department lately, we’ve decided to establish a so called “board of programmers” to address these kind of issues when they arise. The board of programmers will consist of three seasoned developers; bretzel, tZee & Kaydeth have decided to step up for the task. These three developers will have two main tasks:

  1. Coordinate the efforts in the department, defining the programming roadmap.
  2. Making final decisions in cases where a topic has been discussed in detail with all other programmers but an agreement couldn’t be reached nevertheless.

As every board member has one “vote” in the second case, there should be no draw situations and this new mechanism hopefully helps to decide tricky cases that turned out to be roadblockers for us in the past. In case any board member has to take a longer break from the project, the remaining two programmers and the project management will ask a candidate of their choice if he or she would like to become a new member of the board for the time being.

Graphics department

In the past, we used to rely on Blender as prefered 3d modeling package for PARPG. While we were constantly attracting new programmers lately, finding more artists who don’t mind working for free on an open source project seems far harder. Therefore we decided to change our stance concerning the 3d modeling software to use. 3d artists can now use whatever software they like as long as it does the job for them. The obvious drawback is, that we’ll have to create rendering setups for these packages so that the produced renders look the same regardless of the used software.

But we feel that it’s worth the effort; so if you’re using any other 3d modeling software than Blender, feel free to apply now as well! The best place to do so is the introduce yourself board at the forums.

3d modeler Sirren completed his first set of animations for the player character: standing idle and walking around:
Raider 270 degrees PCSRaider 315 degrees PCS

Concept artist Border created a soviet soldier, carrying a flamethrower:
Soviet flamer

Seothen continued to work on the Dr. Felix Weir concept and created a first work in progress full body shot of him:
Dr. Weir full body shot

Suzi, one of the new artists on the team, drew some props that you could be pretty useful when it’s cold outside:
Cold climate props

New 3d artist monkeyface modeled an improvised crossbow – reusing a leaf-spring – and bolts for it. And yes: he likes Fallout as well, just in case that wasn’t obvious from the first picture 🙂
Leaf spring crossbow

Crossbow bolts

Last but not least: Border created a first mockup for the graphics user interface of PARPG:

Game mechanics department

There where two main topics in the mechanics department that have been discussed lately.

There have been discussions about possible ways of implementing levelless character progression. Check out the details at the forums: character progression in PARPG

Furthermore we’ve put the map layout topic back on the agenda. We initially decided to use separate maps for indoor areas of buildings, like it was done in the Infinity Engine games. However with the recent staff changes, it seems that the still involved developers might rather favour an approach as used in Fallout: the ground levels of buildings were usually part of the map where the building resided in the first two Fallout games.

This way you could basically shoot through doors and windows and combat was quite fun. Nothing has been agreed upon yet, but the whole point is basically up for discussion again: reevaluating PARPG map layout

Writing department

Zenbitz brought up two setting-related proposals lately. Check out the state of the world and how to play the game threads at the forums.

That’s all for today. Next news update scheduled for Monday, 31st of August. See you then 🙂

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Through the looking glass

Heya and welcome to yet another weekly PARPG news update! This time I had to struggle a bit to make it in time so I hope you don’t mind the newsflash style of coverage again. I ran out of time to flesh out all the details and I didn’t want to delay the update for a day or two.

Audio department

We’re glad to announce that PARPG developer Dave Matney has been promoted to the lead audio guy on the team. Dave has been following the project for over a month and started to spend more and more time on it in the last weeks. He’s the person to talk to when it comes to audio-related demands from now on. That does not mean he’ll act as exclusive contributor to the department but that he feels comfortable coordinating the audio efforts. We’re of course still looking for additional developers, either composers or audio effect engineers. But with Dave stepping up, there is finally somebody who can act as a competent contact person for new interested contributors in the field.

Programming department

Our programmers spent quite some time on improving PARPG since the last week’s update. Bretzel added an ingame options menu to the game where you can change a couple of options, including resolution, display mode and the renderer to use. Furthermore he also added to quickslots to the inventory that can be accessed rather fast without opening your backpack:
Option menu by Bretzel

Maximinus’ figured out how to split larger object into several tile-width pieces to work around z-ordering issues. His Python script can be found in our SVN repository. Furthermore he also implemented a way to display text description above ingame objects and added highlighting of these objects when you hover over them with the mouse as well:
Object highlighting by Maximinus

I totally forgot to mention it in one of the last news updates, but PARPG contributor Bhayden was the one who implemented the screenshot feature recently. We were puzzled why the feature itself worked fine on Linux but refused service on Windows systems. It took us some time until FIFE developer Cheesesucker figured out that “:” is not a valid character for filenames / paths on Win32 🙂 The fixed code resides in SVN now and screenshots are finally working for the Windows version of PARPG.

Graphics department

The graphics department has taken a well-deserved rest after the massive and image-heavy update last week. Nevertheless concept artist Gaspard overhauled the GUI design article at the wiki. Loyal contributor qubodup compiled a concept art gallery there as well; so it’s easy to find all the pieces in one central place now 🙂

Project management

After the last week’s annoucement that we’re looking to set up a developer meeting at our IRC channel, zenbitz proposed to create a doodle for it. If you have never heard about doddle: it’s a pretty nice way to arrange meetings online. If you’re a PARPG developer who hasn’t filled out the doodle yet, please do so until Saturday evening. We would like to hold the first bi-weekly meeting next week if nothing goes wrong and therefore would like to announce the date of the meeting in the news update next at Monday. In case we end up with Monday or Tuesday, the meeting will not take place at the 15th or 16th but one week later, at the 22th or 23th of June as we would like to annouce the meeting at least two full days before it actually takes place.

FIFE news

If you want to create a game, you usually need a tool to build levels for with it. While FIFE already featured a map editor tool, it was not really a convenient helper and felt often awkward to use. Fortuntelay FIFE developer Cheesesucker stepped up and decided to rewrite large parts of it and I need to say that the new version of it is definately a _huge_ improvement. So why do I feature FIFE-related news in a PARPG update? For two reasons:

  1. The new editor tool will make the life of our levels designers much easier so PARPG will benefit from it to a large degree.
  2. Self-adulation: I take credit for digging up the new editor interface icons. They were taken from the excellent SVG icons project, that released their work under the GPL.

And as this update is not as eye candy heavy as some of the ones before, we thought that it would be a good idea to show you at least a screenshot of our PARPG map loaded into the new editor. The new ice tiles have been created by Blender artist Zimble:
Rewritten FIFE map editor by Cheesesucker

That’s all for today. See you next Monday 🙂

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Back from the dead

Heya and welcome to yet another PARPG news update. Three full weeks have passed since the last one and I’m truly sorry for the lack of updates lately. I’ve been really busy with university and although I know a lot more about the reconstruction of the failed state Liberia with the help of the UN now, I rather would have liked to post an update or two in the meantime instead of investing so much time into a presentation I had to give last Friday. Anyways, now that I’m done with it, I got some free time on my hands this week so here’s your promised dose of PARPG news. This time it’s more a newsflash than anything else. While I’ve been busy with real life, the others – especially the graphics department – has been hardworking and there’s simply too much to report to do so in detail. Feel free to browse the forums to read about all the details.

Programming department newsflash

Maximinus had to wrestle with some of FIFE’s quirks lately. Frustration grew and we were actively looking for possible alternatives to FIFE just to be not stuck with it as only possible engine. It seems while FIFE comes with a bunch of quirks indeed, it’s still the best option for the game that we have in mind. A more detailed explanation is provided at the forums.

Python programmer Bretzel continued to work on the inventory code. After we covered his standalone version of it in the last news update, we’re proud to present a screenshot of its new ingame version:
WIP ingame HUD

Furthermore: we’re still looking for a Mac-based C++ programmer to help us with getting FIFE running on Macintosh systems. While it does work in theory, building FIFE on Macs is incredibly complicated; therefore our Mac-based developers would really appreciate a helping hand. If you’re comfortable programming on Mac and got some solid C++ background as well as Linux experience, please get in contact with us at the forums.

Game design newsflash

Zenbitz has been hardworking as every week and continued to flesh out his thoughts on wounding.

Graphics department

Ohh boy, these artists don’t seem to be sleeping. While this update contains a whole bunch of images, there are about a dozen more at the forums. To save myself some time I’ll simply show some of their latest work and link to a recent thread with more pictures. Enjoy 🙂


Warehouse render (WIP version posted in the last news update):


More weapon renders by Shrew81:


Building interieur:
Building interieur

More renders by Zimble:


Zeli is one of the new concept artists on the team.

Reindeer panorama:
Reindeer panorama

Improvised weapons:
Improvised weapons


Sirren worked on a bunch of inorganic & organic models for PARPG lately.

Valmet RK 62:
Valmet RK 62

Animated reindeer:
Animated reindeer

More renders by Sirren:

Project management newsflash

We’re currently trying to establish developer meetings at our IRC channel on a regular basis; preferably at least twice a month. In case you’re interested to take part, head over to the forums and let us know which day of the week would be best suited for such a meeting.

That’s all for today. See you next week 🙂 Hopefully with less topics to cover that I can therefore flesh out in more detail.

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On the upswing

Heya and welcome to yet another weekly PARPG news update! As we got quite a bunch of topics to cover this week, I’ll keep things short and in case you’re interested in the details, you can always check out the threads at the forums as well as the articles at the wiki.

Overhauled combat system

Zenbitz has been rather busy lately but he invested some of his spare time into overhauling the Combat system proposal. If you’re interested in the details and the ongoing discussion, check out the thread about it at the forums.

On a modeling spree

It seems like the whole graphics department is on a modeling spree lately. 3d artist Shrew81 continued to work on his hut model and the latest – basically finished version – turned out quite well:
Hut 3d model by Shrew81

Furthermore he also started to work on a larger warehouse so we can use this building for testing purposes. At the moment the programming department is investigating how larger objects can be implemented into the game without running into z-ordering and blocking issues. Anyway, here’s a work in progress render of it:
WIP warehouse by Shrew81

Sirren has been hardworking as well and has started to model a second female raider. You can check out the latest work in progress version at the forums:
WIP female raider by Sirren

Inventory goodness

Every RPG needs a player inventory. So Python programmer Bretzel teamed up with graphics artist Sirren to investigate how such an inventory could be implemented – programming-wise as well as visually – for PARPG. The current version of the inventory code is actually still a standalone FIFE client but that’s just the first step; the next one will be to properly integrate it into PARPG. For those who are interested in the details and would like to test the inventory themselves, head over the the forums and check out the two threads about it there. For all the others, here’s at least a visual impression of the first draft:
Inventory client by Bretzel & Sirren

O Tile Artist, Where Art Thou?

Despite all the latest efforts in the graphics department, there is still plenty of room left for additional contributors. At the moment we’re searching for graphics artists who would like to work on creating ground tiles for the project. Lamoot recently wrote a guide about the topic at the graphics section of the wiki. Unfortunately he’s rather occupied with fleshing out the other guides at this point so we would appreciate any help in the field so we can see finally see some snowish looking tiles ingame. If you would like to get involved, head over to the introduction board of the forums and let us know!

Programming efforts

Maximinus refactored large parts of the code to ease the work of potential newcomers in the department. A proper data model has been implemented and the map data has been split up. That means that objects and NPCs are cleanly separated from static map data now.

Now refactoring itself does not provide any material for fancy screenshots but he wanted to provide some eye candy for this week’s update nevertheless. Therefore maximinus imported Sirren’s latest model to give you an impression how it looks ingame:
Ingame model tests

Last but not least he also commented on the next steps for the programming department. Might be pretty interesting especially to programmers who consider to contribute to the project but also to everyone else who’s interested in PARPG’s future plans in this field.

Trac spam issues addressed

Unfortunately our trac system has been invaded by spammers a couple of days ago. We had to deactivate ticket creation for anonymous users to stop it. Fortunately our host addressed the issue rather fast and installed an anti-spam addon; anonymous ticket creation is activated again and hopefully the spam problems are gone as well.

On the upswing

Despite all the economy recession going on at the moment, the project seem to be on an upswing nevertheless. It can’t be coincidence that the new graphics artists on the team Zimble decided to apply with the model of a windmill. We’ll hopefully find a place for this one in the game as well:
Windmill by Zimble

That’s all for today, see you again next Monday!

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