Posts Tagged mechanics

I am the rain

Yes! It’s Monday again, that means it’s time for yet another news update 🙂 As always: lots of progress over the course of the last week so I’ll keep things short and you simply click through the various links if you find a topic of interest.

We want you for PARPG

First and foremost PARPG seems on a good way lately. We got now developers involved in the writing, game mechanics, programming, graphics and project management departments. As the needed infrastructure is in place as well, we would like to expand now by finding additional contributors for the project. We’re currently especially searching for:

  • Musicians: composers & sound effects engineers.
  • Graphics artists: 3d modelers (Blender user prefered) & concept artists.

If you would like to get involved in the project, check out the contribution guide at the wiki and get in contact with us at the forums or the IRC channel. In case you don’t have an IRC client installed on your system at the moment, you can join the channel via your browser by clicking on this link:

First Blender rendering setup in SVN

Our graphics expert Lamoot created a first rendering setup in Blender for testing purposes. Feel free to check it out in the SVN repository. Furthermore an article about possible inspirational graphical references has been compiled and the graphics field research article has been extended.

PAR – the PARPG asset repository

We’ve been searching for a software solution for artists to contribute to the project without forcing them to get used to the Subversion repository. The number of free digital asset management solutions out there is rather limited but we found the interesting ResourceSpace application and it looks like just what we’ve been searching for. Fortunately one of our new programmers (more of him later on) volunteered to set things up for us so that you can now access the PARPG asset repository at If you’re interested in the details and the rationale of using a digital asset management solution as addition to the existing SVN repository, check out the art discussion thread at the forums.

Programming department guidance

Besides some ultra secret plans for story engine (read: check the wiki if you’re interested in the details), icelus invested quite some time over the course of the last week to flesh out documentation how to get started for interested programmers. If you’re considering to get involved in the programming field or are just curious, check out the code structure and the code design workflow proposals as well as his additions the contribution article.

Tie joins the gang

Reinforcements for the programming department have arrived! Tie is a Python programmer from Sofia who hasn’t only sponsored the server for the PARPG asset repository but he’s also already getting his hands dirty with coding. He recently refactored and extended the Rio de hola code for our needs.

Furthermore he’s currently working on a playground for the story engine. It’ll be based on PyGame to give the writers a chance to play around with the story format. As we already got two developers involved who are running Mac systems, using FIFE for the playground wouldn’t have been a good solution at this point. FIFE builds on Mac systems in theory but the build process itself seems to be awfully complicated. By using PyGame for the playground, we can give the writers something to get their hands dirty with while we can try to find a Mac maintainer in the long run who can try to come up with easier to follow build instructions for the platform. If you’re interested in helping out testing FIFE on your Mac system and you actually also got a Linux development background (otherwhise frustration is bound to happen), please get in contact with us.

Retain an overview

With all the new developers contributing to the project lately, it’s important to retain an overview to avoid chaos. We recently started to restructure our ToDo list and added a section for milestone planning now there as well. The idea is that the developers of each department add the important tasks to the corresponding milestones so contributors from other fields of work have a good idea what’s currently being worked on and which tasks still lie ahead of us before we can tackle the next step.

GUI sum-up

Another new contributor is Gaspard, who currently compiles a list of all suggestions for the graphics user interface of PARPG. There was quite some lively discussion at the forums about the topic lately so he decided to make the next step and is currently summarizing the concepts at the wiki. Feel free to check the article out or even contribute to it.

Game mechanics update

You’re right: a PARPG news update is not complete if it lacks the weekly dose of game mechanics fun. Zenbitz has been on a design spree again and wrote down his concept for use and study-based learning and also compiled a catalog of possible item types that might appear in PARPG.

Next news update coming soon

The next news update will already come to you at Friday. It might be a pretty short one as I’ll be quite short of time this week due preparing a travel to The Hague. I’ll be attending an United Nations simulation event entitled WorldMUN. The event will start next Sunday and end at Saturday, 28th of March. That’s the reason for the early news update at Friday as well. Next news update after that is scheduled for Monday, 30th of March though it just seems like a great opportunity to post something at Wednesday, 1st of April as well. We’ll see 🙂

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Grandmaster newsflash

Hah, one week without any news update. Fortunately things don’t seem to slow down but instead we can pick up quite some pace. On the other side writing news takes time; so don’t expect to see more than one news update per week.

Boiling down the options:
When PARPG was founded there was a rather blurry vision of creating a post-apocalyptic isometric roleplaying game. Fortunately some first contributors joined the writing department and they are currently boiling down possible options for the setting of PARPG. Desert wasteland is quite overused as it was featured in almost any PA game. So considering the other possible options, we decided to settle on a post apocalyptic winter setting. Snow ahead in PARPG!

Furthermore we wanted to agree on a theatre for PARPG early to avoid too broad discussion about the future direction of the game. North America has been featured in the Fallout games, Eastern Europe in Stalker (not an RPG though) and Zero-Projekt will take place in Germany. We wanted to choose a region that hasn’t been covered in any major RPG yet but is at least well-known enough to not run in a lot of research hassle due lack of information. So we agreed on Northern Europa / Scandinavia and Lamoot created a first proposal for possible borders of a PARPG world map. You can find it at the forums.

Game mechanics:
Setting is not the only area that hasn’t been nearly fleshed out yet. Zenbits joined the gang lately and began to boil down potential game mechanics for PARPG. The mechanics that we’ve already agreed upon (which are just a few), can be found at the PARPG wiki. There are a bunch of additional proposals concerning mechanics, that can be found at the wiki and the forums. So it will definately take us some time to further flesh out these aspects of PARPG.

So what’s next?:
We received quite some feedback concerning leaving the engine question open at this stage of development. The majority of the feedback suggested to rather pick one engine to start development with and to look out for alternatives in case we find out that the initial choice is not really suited for PARPG. I can see the benefit of agreeing on an engine early but there are some drawbacks on the other side as well. But you convinced me at least to a certain degree. We’ll try to get things going with FIFE and look out for alternatives if needed. We’re currently looking for a Python / C++ programmer who would help us with engine evaluation. In case you’re interested to get involved in this field, feel free to get in contact with us 🙂

That’s from my side for today, see you next week.

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