Posts Tagged kaydeth
Mirror, mirror on the wall …
Posted by mvbarracuda in Misc on November 2nd, 2009
… who has the fairest portrait of them all? Heya and welcome to yet another PARPG news update.
Let’s start with a little disclaimer before we take a closer look at the events of the last two weeks. I’ve mentioned this in the past but as days since the last news update have been quite productive for us, there is more and more progress that I could cover in such a news update. But the news updates would take far longer to write and would be very long-winded if I would actually do that. This said: if you’re interested in all the little details, there are various ways to stay up to date:
I’ll try to avoid missing any major contributions but sometimes it simply happens, especially in busy weeks. If you want to see something specific featured in a news update, simply give me a gentle pointer by posting in the news update thread at the forums.
Project management department
With the project growing and growing over time and considering there has been quite some developer fluctuation it gets harder and harder to coordinate the departments and to keep track of progress and tasks we still have to take care of. Our programming department copes pretty well with it though despite a whole bunch of developers who are involved in the field. This is mostly due using the Trac software for coordination and progress tracking purposes.
While we were a bit worried about using Trac for all departments as it takes some time to figure out how to use it, alternative workflows turned out to be more complicated and/or frustrating. So we’ve started to move more and more tasks to Trac tickets so we can keep track of who’s working on what, which tasks have already been tackled and which ones we still have to take care of before we can tag a milestone as completed. We’re aware that this will be a rather long process but this announcement is basically the first step to utilize Trac more and more as it’s pretty much impossible to handle such a complex project otherwhise. If you’re interested in the details that lead to this conclusion, check out the discussion at the forums.
Programming department
The programmers have agreed upon establishing a short weekly round table meeting to talk about who is currently working on what and to clear up any questions and problems that came up in the process of tackling these tasks. The meetings take place every Saturday, 6PM GMT at the IRC channel of the project. If you’re interested in the results of first two weekly meetings recently held, check out the meetings section at the wiki.
Our programming staff was able to implement a couple of new features and fixes over the course of the last two weeks. Saritor, who has been around for quite some time, submitted a larger map change patch so you can finally move to other maps now (and back again as well) without crashing PARPG. As the other devs were quite pleased with Saritor’s contributions, he’s now a core developer on the team. Which is basically just a fancy term for a developer who has earned the special trust of the others and therefore gains write access to the SVN repository. Congrats and we’re looking forward to tackling this project together
New Python developer on the team Vaporice has started to flesh out a proposal how the quest engine could work in PARPG. The submitted code can be now found in SVN after it had been reviewed. And there are more good news to cover: Kaydeth recently fixed save and load functionality so you can finally save the game and load it again as well.
Writing department
Zenbitz recently revamped the starting page of the writing department at the wiki. It should be a bit easier for new interested writers to get started now.
This said: he also worked on ingame dialog and the drunkard character now features his written lines. Feel free to check it out yourself by testing the latest SVN version of PARPG. For those who don’t mind waiting until the techdemo release, here’s at least a sneak peek: ![]()
Graphics department
Concept artist Gaspard got inspired by zenbitz and recently started to clean up the graphics department starting page as well. In the meanwhile Zimble documented the settings of the Blender rendering setup at the wiki. At the moment we’re trying to attract additional 3d artists and as we don’t want to limit them to using a specific 3d modeling package, we have to figure out how to recreate the setup in terms of camera position, shadows/lighting, etc. in different 3d tools. Hopefully somebody can actually use the documented information to set up his favourite tool for PARPG and start to contribute art to the project.
While there have been ups and downs in all departments, the graphics department, especially the 3d art section of it has caused us some major headaches simply because there is a lot of content to be created for our first techdemo and the number of active developers in this department is rather small. We’re still hoping that more 3d artists get interested in PARPG but the first public release might actually help to spread the word about the project and reach artists who didn’t know about the project before. Let’s see how that works out.
We recently added a screenshot section to our wiki gallery, so feel free to check it out. Right now there is only one screenshot (the drunkard dialog) but I’m sure that it will fill up nicely over the course of the next weeks. This said: there is more new content to see at the gallery. Gaspard also created a whole bunch of new character portraits. Here are just two of them; the others can be found at the gallery.
Hatman:

Farmer:
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That’s all for today. Next news update scheduled for Monday, 16nd of November. See you then
Newsflash Gordon
Posted by mvbarracuda in Misc on August 19th, 2009
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: http://parpg-svn.cvsdude.com/parpg/trunk/game/
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:
- Coordinate the efforts in the department, defining the programming roadmap.
- 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:


Concept artist Border created a soviet soldier, carrying a flamethrower:
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Seothen continued to work on the Dr. Felix Weir concept and created a first work in progress full body shot of him:
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Suzi, one of the new artists on the team, drew some props that you could be pretty useful when it’s cold outside:
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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 ![]()
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Last but not least: Border created a first mockup for the graphics user interface of PARPG:
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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

