Posts Tagged parpg

Cleaning up (before she comes)

Heya and welcome to yet another PARPG news update!

We’ll start with some aspects that the team has agreed upon in the course of the last week:

  • PARPG will feature a branching tree dialogue system as found in Fallout and the Infinity Engine games.
  • Graphics will be rendered from a real isometric perspective, not using similar orthogonal perspectives such as dimetric or trimetric projection.
  • Player and NPC movement will happen on a square-shaped grid. Some other games use a hex-shaped one but art creation seems far easier for squares and we can’t foresee any obvious mechanics-related reasons why we should go for a hex grid.
  • Rivaling factions will occupy different parts of the world map.
  • Crafting mechanic as found in Arcanum. Creating custom ammunition or moonshine (as fuel or booze) are possible use cases.
  • Post-game slides to show how the actions of the player character influenced the game world. Yes we got inspired by Fallout & Arcanum again 🙂

Furthermore a lot of brainstorming was going on at the forums, wiki and especially the IRC channel in the last days. Nothing set in stone besides the point outlined above but we discussed mechanics such as food, water and sleep management as well as character classes vs. class-less ruleset and character backgrounds that you could choose at the beginning of the game.

The work on PARPG seems to come along quite well and considering that we wanted to have agreed on the basics of setting and mechanics to start recruitment in early March, we seem well on track. At the moment we’re currently trying to fill two specific positions on the team:

  • Python / C++ programmer for engine evaluation. We’ve decided to give FIFE a try but we don’t want to set things in stone before somebody, who has experience in the field, helped us with engine evaluation.
  • Writer for fleshing out the story. So far only the setting has been somewhat fleshed out, but we would appreciate help from a native speaker with an interest in writing and literature to come up with a story that suits the setting.

Concerning engine requirements for evaluation purposes: qubodup and zenbitz recently started to compile a list of such requirements at the wiki. They’re both coming from a game mechanics background so while we can compile list of features we like to see supported, we’re lacking somebody with the programming background who could actually turn the list into a real engine requirements list. Both articles should be a good starting point for interested programmers nevertheless:

Furthermore the fantastic qubodup recently awesomified our blog, forums and wiki themes. Great work qubodup! Last but not least our graphics expert Lamoot started to compile a list of other isometric games and how they’re implementing certain graphics-related features. Such a list should be pretty useful when it comes to implementing these kind of features later into PARPG: Graphics field research.

, , , ,

3 Comments

A first status update

One of the points I listed at the project philosophy article at the wiki says “Early bird & step by step”. That’s what I’m planning to do right now. I started to write down my ideas for a post-apocalyptic isometric roleplaying game two and a half days ago. Expect to see more small progress updates at this blog on a rather regular basis. Hopefully at least once a week.

So here’s the first progress update:

  • Registered the project at sourceforge. Registration is still pending and there is already a project registered under the name of PARPG there. Fortunately it seems to be vapourware and the person who registered it has never released anything and their SVN is empty as well. So I might have a chance to overtake their project name; we’ll see. Sourceforge will be primarily used for two purposes:
    1. File hosting of release packages.
    2. Developer recruitment via the sourceforge help wanted tracker. You can only access this kind of functionality with a registered sourceforge account and we had some luck with recruiment there for FIFE so it’s worth a try.
  • Applied for free open source hosting of the project at cvsdude.com. They’re hosting FIFE as well and offer free SVN & trac for non-profit open source projects. Just filled out the form today and hopefully PARPG got an public repository within a week though it might stay pretty empty until recruitment of additional developers starts.
  • Fleshed out some important articles that should form the future fundament of the project. Project philososphy, roadmap, key design elements & mission statement. All of them are heavy work in progress but it’s a start at least and should give you a pointer of my vision of the project. The reason why I posted these links here is that I appreciate all kind of early feedback concerning these articles. Let me know what you think.
  • So what is the proper place for feedback? Our new forums. I downloaded a theme for it and qubodup from #freegamer IRC channel customized it. Thanks for the support qubodup!
  • Qubodup also created a logo for PARPG and friendly helper Tranberry (also from #freegamer) customized it later. SVG source can be found at the wiki. Furthermore Tranberry also created some nifty favicons for blog, forums & wiki.

Next steps? A bunch are already on my mind:

  • Announce the project at fifengine.de blog & forums.
  • Flesh out more articles at the wiki.
  • Set up the project at sourceforge and cvsdude as soon as we our hosting pleas are accepted.
  • Once the concepts at the wiki are properly fleshed out – which is hopefully at the end of February – recruitment of additional developers can start. Let’s see how this will work out.

That’s from my side for today. Read you soon 🙂

, , , ,

No Comments