Posts Tagged license
All sparks
Posted by mvbarracuda in Misc on March 9th, 2009
Heya and welcome to your weekly dose of post-apocalyptic development news. Looks like we are picking quite some speed up lately, at least the number of topics to cover in each news update is growing and growing. I’ll keep things short this time and you simply click through the various links if you find a topic of interest.
We’re famous
It seems that spending so many nights together with charlieg (at the freegamer IRC channel, of course) worked out
We’re famous now! At least we got covered at freegamer lately, that’s pretty much the same. Thanks for the coverage charlieg, may the force with be you.
Assets license
After license-related aspects were discussed at the forums over course of the last weeks, we’re happy to announce a first decision in the field. All PARPG assets (read: non C/C++/Python code) will be licensed under Creative Commons BY-SA 3.0. At the moment we’re still considering to dual-license the assets under the GPL as well as some open source projects aren’t accepting assets licensed under Creative Commons terms. As I would like to keep things short: if you’re interested in the detail and / or want to contribute to the discussion, head over the forums.
New domain
As you might have already noticed: you’re now forwarded from parpg.fifengine.de to our new domain parpg.net. Back in 2005 when I asked the FIFE developers how they feel about different TLDs for the project, the consensus was to go for the cheapest one. And that was a German one, therefore fifengine.de. As PARPG is a pretty international project, I wanted to use an international TLD for the project. parpg.com was already registered and considering that we’re not a commercial project, parpg.net sounded like a good choice. Anyway, there are a bunch of new subdomains you can access now, check out the details at the forums. In case you notice any kind of weird behaviour of blog, forums or wiki let us know as well. Something might have gone wrong in the migration process.
Your weekly dose of zenbitz
We can’t live without him anymore and you hopefully as well
Zenbitz went on a game design spree again and wrote down his proposals for encumbrance and equipment, a basic graphical user interface as well as specs for the dialogue system.
Story format
Icelus used these specs to come up with a proposal for a story format for PARPG. In case you’re interested in the details, give it a read; icelus appreciates all kind of feedback concerning it. Best place for your feedback are the forums again, icelus opened a thread for this purpose there. Besides that he’s currently building up the programming department of PARPG by fleshing out the details how to contribute for interested developers. Too much to cover in detail, but if you would like to know more about it, check out his contribution history at the wiki.
Step by step
While we’re not the new kids on the block, we agreed to tackle the writing needs step by step nevertheless. First and foremost we’re glad to report that since the last news update a week ago, a bunch of interested writers showed up at the forums and contributed to the ongoing discussions there. Check out the writing board to get an idea what’s on the agenda at the moment.
There’s also a roleplaying board in place now to evaluate possible setting- and story elements as well as quests and (N)PCs. If you’re a fan of forums-based roleplaying, join in the fun, DK started by getting the ball rolling. Furthermore we decided to further agree on some setting details about WWIII to give the discussion a direction. You can check them out at the wiki.
Last iron man standing
As our target audience will be more mature fans of old school RPGs, we’re currently evaluating some options how to make the game more challenging while trying to avoiding universal frustration. So we would appreciate the feedback of all you hardcore RPG players out there. Permadeath sounds like a challenging option to ensure that players play the game in a more realistic and careful manner. On the other side it might be pretty frustrating to start from scratch after dying. So jump into the discussion and let us know what you think about it at the forums.
That’s it from my side for today. See you again next week!
Gin in tea cups
Posted by mvbarracuda in Misc on March 2nd, 2009
Heya and welcome to yet another weekly PARPG update! This time we’ll cover a bunch of interesting topics: progress in the fields of writing, mechanics and programming, efforts to find a lead writer as well as some general remarks about the future of the technical framework that we’re currently evaluating.
Rio de hola >> PARPG
After some brainstorming on the IRC channel, an interested programmer convinced me to actually get the engine evaluation process started by using an existing FIFE client as basis for PARPG. This way we won’t need to start from scratch, got a starting point code-wise and also assets in place that can be used for testing purposes without pressuring our departmens to produce something at this point.
A copy of the FIFE techdemo Rio de hola has been added to the PARPG SVN repository. Feel free to check out the current status, so far there’s not more to see than in Rio de hola but this will hopefully change soon. A guide how to download, build and run the latest version of PARPG has been added to the wiki.
Ice, icelus, baby
The interested programmer I was talking about is icelus. He recently found the project via our advert at HappyPenguin and decided to take a look into the project. So far he’s digging through the engine code and already improved the pathfinding code of FIFE in the meanwhile.
Yoni comes to rescue
Building and running FIFE on icelus’ system wasn’t as easy as thought. Unfortunately it seems that there is a very rare problem that shows up on few linux-based systems. It’s similar to the segmentation fault issue that we faced on some systems whenever an exception was thrown. Fortunately yonibear from Unknown Horizons (a.k.a. OpenAnno, they recently changed the title of the project) came to rescue again. The proposed workaround fixed the problem for icelus, so in case you encounter a segfault on your linux box as well, check it out.
Searching for a lead writer
While we fortunately found a first dedicated developer for the programming department (plus a bunch of additional interested possible contributors), we’re still trying to find a writer who wouldn’t mind the responsibility of playing a lead role in the field of story writing. If you’re an interested writer who is a native speaker (or just as fluent in English), enjoys post apocalyptic fiction and non-cliche roleplaying games, get in contact with us! Where are all these dedicated literature students who would like to get their hands dirty?
Zenbitz strikes again
Our game mechanics guru zenbitz was hardworking over the course of the last week and came up with proposals how innate abilities could work. Furthermore he came up with a proposal for realistic wounds and damage as well. Last but not least zenbitz digged up a thesis about interactive storytelling in computer games. While the concept seems not really suited for a cRPG like this project, there are some interesting thoughts about story analysis in literature and how the concept could be applied to computer games as well. Feel free to give it a read!
Maps, we need maps!
Lamoot worked on the world map for PARPG lately. While the current version is quite large compared to other RPGs that feature a map based on real world geography (obvious example: Fallout), our approach got some advantages. We’ll focus on creating a rather small one major town / location demo before investigating how many locations we could realistically try to include in a timeframe of 2-3 years. With a rather huge map we have the chance to always add more locations if needed while setting at least a certain frame to avoid total lack of focus. You can check out the latest version of the map at the setting section of the wiki.
Content license discussion
Qubodup brought up the question what kind of licenses we’re planning to use for the assets (audio, graphics, text) we’ll create for PARPG. So far it seems that the team favours the a Creative Commons license that permits modifications to – as well as commercial usage of – the content if proper attribution is given. We haven’t agreed on either using a share-alike license or not. If you would like to know more about the Creative Commons licenses, you can check them our here. If you would like to contribute to the ongoing discussion, you can do so at our forums.
All your sourceforge account …
… are belong to us! Just a quick update about our efforts to overtake the sourceforge account of an existing project. It seems that the original maintainer hasn’t replied to the sourceforge email and now we’ll have to wait for two more weeks. If he doesn’t interfere until then, we can take over the account and start utilizing the sourceforge help wanted functionality for PARPG. I shamelessly (ab)used my FIFE account for the purpose at the moment, but it sounds like a good idea to use the project account of the project that you’re recruiting for.
FIFE development revived
Last but not least: we recently had a FIFE IRC meeting again to revive active development of the engine. LinuxDonald coordinated the meeting and there were a bunch of topics discussed and agreements reached. Most important there are three major changes planned for the next months: redesigned audio API, rewritten more efficient renderer as well as UTF8 support for pychan to ease i18n. If you’re interested in all the details, check out the meeting log at the FIFE wiki. We might actually release a new FIFE snapshot over the course of the next weeks as it has been 8 months and around 200 commits since the release of 2008.2. The ongoing discussion about the release takes place at the FIFE forums. The new release will focus on bugfixes as the FIFE team currently lacks the manpower to further flesh out the Rio de hola concept. But it might sound worse than it really is: with Unknown Horizons, Zero-Projekt and now prolly PARPG as well, FIFE development has good potential to flourish over the course of the next months.
That’s all for today, see you here next week!



