Posts Tagged recruitment

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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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.

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