Posts Tagged doodle

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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