Posts Tagged q_x
I want to show you some of the mockups we made!
See this thread for more details.
A week ago the sprint started and so far my feeling is: awesome! We’re all working towards finishing a feature of the game in parallel! But I’ll save it for the sprint postmortem. 🙂 Let me show you this week’s mockup progress:
What’s amazing is how much artist effort goes into one mockup image. Check out the attribution file to see a list of all authors that made art used in these images.
Hopefully, we’ll manage to implement character creation into the game soon!
If you are curious, we have hit our 650-th code commit. The development is really fast this days.
We are working to have really easy and rich interface for a player to interact with. Vaporice fixed our internal console so that it accepts pythonic input, and Domtron Vox provided scrolling map with a mouse (plus using some fancy cursors) instead of binding the camera to the character, like it was before. And thanks to Beliar we finally have a really nice game menu, and after a long time, player is finally able to solve the beer quest! (its more than a simple quest – the result varies, depending on the quality of the resources used when brewing the beer)
We are still working on many essential features, it is quite normal state of things when starting. But really having this game both basically playable and good looking (maybe even ready for building a part of an actual content, who knows…) is a step that proves the philosophy of the project works as expected.
Starting an adventure in the Graphics Department should be less confusing for all the new artists, hopefully. From managing and coordinating a host of scattered ToDo lists, we switched to working mainly with the tickets. There has been also a small cleanup made in the docs, so that all the important things are now in the wiki. Learning and searching for something interesting to do should be really easy now. We are also willing to make inter-department work easier, mostly between the writers and graphics department to produce high quality artwork.
Any plans for the nearest future, you may ask? Well, we are preparing for a major step in the code development – implementing of the RPG mechanics. 🙂 And what is going on in the Graphics Department? Well, strangely enough, Q_x announced he will make a prototype of a novel music playback engine, that will change the uninterrupted playback accordingly to what is going on inside the game.
As always we’re waiting with our arms wide open for as many new crew members, as our forums and IRC channel can handle. Dear reader, if you think this is a good idea to have a game like this – it looks like we need some help really badly now. And if you want to help this project to become a part of our common reality, be prepared for a really cheerful welcome 🙂
Heya and welcome to yet another PARPG news update! This one will be rather short and not so picture-heavy as the last ones. Most of us have been pretty busy lately, so the number of topics to write about is rather small.
Project management department
The first and the prolly most important news is that it turned out that releasing our first techdemo of PARPG won’t happen in 2009. We’re still working hard to ship it in early 2010 (hopefully between late January and early March), but there is simply too much planned content missing at this point to ship it this year. We’re sorry that it will take longer than originally planned but you still got the option to check out what we already have in place by testing the SVN version of PARPG.
One aspect of game development which gave us a lot of headaches are licensing issues. For the code it’s rather simple: we’ll publish all Python scripts under GPL 3.0. However for the non-code assets, things are more tricky. I don’t have the time to go into too many details but one of the main problems is that it’s often hard to find good textures licensed under terms that permit commercial distribution as well. To address this problem Q_x created a list of asset websites that have published their material under terms which are compatible with our chosen CC 3.0 BY-SA license.
In reality it’s actually way more complicated because a lot of asset websites actually do not permit that their textures are sold or redistributed at other texture websites. But as soon as you actually apply the texture to a model and render it, the resulting render is not affected by these NC and restrictive redistribution clauses according to their license. My gut feeling tells me that the resulting renders are actually derivative works as they’re based on the textures and should therefore be infected by the NC and restricted redistribution clauses but I guess it’s okay to sell and redistribute the renders nevertheless as their license seems to permit that.
Hopefully we can ship the entire techdemo 1 content under CC 3.0 BY-SA terms. That just means the actual content that is used in the game. We might need to ship the source versions (e.g. models and textures) of the techdemo content under different licenses, especially whenever NC textures were used. It should hopefully not affect distribution of the PARPG game, just the distribution of our media assets sources library. The only conclusion I have right now is that licenses are simply a huge can of worms. Having to worry about all these aspects takes away a lot of the fun that game development is. It’s necessary nevertheless and we’ll come up with a solid solution for techdemo 1.
Finally some news from the audio front again. Open source enthusiast Sindwiller posted a work in progress version of a track he’s currently working on at the forums. Feel free to check it out and provide feedback. We can hopefully feature the final version of it in our first techdemo release.
We finally started to restructure the objects directory to get rid of the rather ugly and confusing objects/objects directory. Objects/objects has been split up into objects/items (smaller objects that characters can actually pick up) and objects/scenery. If you’re interested in the details, head over to our forums.
Win32 developer Kaydeth looked into creating a first test version of the upcoming Win32 PARPG techdemo installer. We’re using NSIS for this purpose and so far things look good. There are still some tweaks to be made, e.g. offering users the choice to install ActivePython 2.6 as well as PyYaml; furthermore we’re still having some problems with Vista / Win7 UAC but we’re positive that we can fix them before we ship a release. If you want to test Kaydeth’s test installer, check out this thread at the forums.
We’ve been experimenting with map sizes for the techdemo lately and ran into a performance bottleneck that shows up if you have a map with many (> 20000) map instances. It turned out that FIFE’s view code is not that well optimized in this regard. PARPG developer amo-ej1 profiled the issue and reported back about his findings at the forums. Furthermore he also documented the necessary steps to profile PARPG at our wiki. The FIFE devs plan to have a look into the problem in their 0.3.2 release. This release is planned for mid 2010. So for now, we’ll simply go for maps that feature less than 20k instances and we should be pretty much on the save side performance-wise.
A little news flash from our writing department: Zenbitz did recently flesh out the inn area of the techdemo including the denizens of this location. He has been rather hardworking on the dialogues of several techdemo characters as well and commited their scripts into SVN over the course of the last weeks. You can talk to several characters now, so feel free to check it out yourself by giving the SVN version of PARPG a shot.
This news update is not as image-heavy as some of the ones before. Our graphics artists have been quite busy as Christmas is nearing. Nevertheless 3d artist Sirren found the time to create several pieces of furniture, including beds.
He furthermore also created a gate that’s part of the outer boundary of the techdemo area. Python programmer Or1andov implemented alpha blending for the gate (and other objects that reside on a layer above the characters) so your view is not blocked while walking around under specific map instances. I actually had to split up the pillars of the gate into several 70px wide pieces to work around z-ordering issues. Fortunately Zenbitz ported amo-ej1’s image slicing script to PIL (the Python Imaging Library). The original version of the image slicing script was utilizing PythonMagick. And as PythonMagick has to be built from source and the build process is quite complicated, there was no easy way to get the script working on non-*NIX systems. Fortunately that’s not the case anymore with the PIL version.
In case you’re interested in all the details of the process of getting the gate into the game, check out this thread at the forums. All the other are surely happy to see a screenshot at least:
One last note: I recently had the time to bring some assets, that had been lying around in Trac but hadn’t been commited into the repository yet, into SVN. In case you want to check them out, head over to the media part of the SVN trunk.
Now one last personal remark from my side. Unfortunately a lot of university-related tasks have been piling up over the course of the last weeks. I’m simply not good at multitasking so for now I have to take a break until the Christmas holidays to finally finish two still outstanding papers. Don’t worry, I’ll be be back to bring you the next (short) news update some time between Christmas and New Year’s Eve. Stay tuned!
Sometimes there seem to be an endless number of obstacles to jump over in the course of developing a large scale game from scratch. In the end it all comes down to persistence to work through all of this. This said: heya and welcome to yet another PARPG news update!
Project management department
As a bunch of interested community members have checked out the SVN versions of PARPG, here’s a somewhat important announcement. The FIFE development team recently released a new version of their Win32 DevKit (which has been formerly known as the Win32 compile SDK). In case you’re running an SVN version of PARPG on your Windows system, you should switch to the new DevKit as soon as possible as the old 2008.1-r1 compile SDK will stop to work as soon as you update your FIFE checkout. The new DevKit addresses a very annoying guichan utf8 issue and furthermore introduces Python 2.6 support. That also means you’ll actually need Python 2.6 to run FIFE-based games on Windows and furthermore you’ll also need PyYaml for Python 2.6 to run PARPG.
I don’t want to go into any details here at the blog. If you run PARPG on Win32 right now, check out these two articles:
In case you can’t get PARPG working with the new DevKit, head over to our forums.
As this is a _very_ image heavy update, I’ll keep programming-related remarks rather short in this time. amo-ej1 created a dialog checking tool that helps the writers to validate their scripts. Saritor started to refactor our GUI code and created an architecture proposal for the GUI module at the wiki as well.
Let’s welcome new artist comscar on the team! His handdrawn snow shoveler concept has been digitalized and refined by veteran Gaspard:
Fallout modding veteran Continuum created a set of rusty barrels. The model together with the textures that have been taken from burningwell.rog can be now found in SVN as well:
Unfortunately I forgot to cover the creations of new artist on the team EGO in the last news update, so let’s take care of it this time. He created a mockup of the techdemo mall location that can be used as source of inspiration by our 3d artists:
EGO furthermore also created a lone explorer concept art piece. Enjoy it:
We introduced a screenshots section at the gallery in the last news update. In the course of the last two weeks we’ve updated it with a couple of older shots that hadn’t been added yet. Feel free to check it out.
I know that I sound like a broken record but we’re still short of 3d artists who could model objects for the upcoming techdemo with their modeling tool of choice. In case you’re interested in getting involved, please introduce yourself at the forums.
That’s all for today. Next news update scheduled for Monday, 30th of November. See you then 🙂