Posts Tagged Shrew81

Back from the dead

Heya and welcome to yet another PARPG news update. Three full weeks have passed since the last one and I’m truly sorry for the lack of updates lately. I’ve been really busy with university and although I know a lot more about the reconstruction of the failed state Liberia with the help of the UN now, I rather would have liked to post an update or two in the meantime instead of investing so much time into a presentation I had to give last Friday. Anyways, now that I’m done with it, I got some free time on my hands this week so here’s your promised dose of PARPG news. This time it’s more a newsflash than anything else. While I’ve been busy with real life, the others – especially the graphics department – has been hardworking and there’s simply too much to report to do so in detail. Feel free to browse the forums to read about all the details.

Programming department newsflash

Maximinus had to wrestle with some of FIFE’s quirks lately. Frustration grew and we were actively looking for possible alternatives to FIFE just to be not stuck with it as only possible engine. It seems while FIFE comes with a bunch of quirks indeed, it’s still the best option for the game that we have in mind. A more detailed explanation is provided at the forums.

Python programmer Bretzel continued to work on the inventory code. After we covered his standalone version of it in the last news update, we’re proud to present a screenshot of its new ingame version:
WIP ingame HUD

Furthermore: we’re still looking for a Mac-based C++ programmer to help us with getting FIFE running on Macintosh systems. While it does work in theory, building FIFE on Macs is incredibly complicated; therefore our Mac-based developers would really appreciate a helping hand. If you’re comfortable programming on Mac and got some solid C++ background as well as Linux experience, please get in contact with us at the forums.

Game design newsflash

Zenbitz has been hardworking as every week and continued to flesh out his thoughts on wounding.

Graphics department

Ohh boy, these artists don’t seem to be sleeping. While this update contains a whole bunch of images, there are about a dozen more at the forums. To save myself some time I’ll simply show some of their latest work and link to a recent thread with more pictures. Enjoy 🙂


Warehouse render (WIP version posted in the last news update):


More weapon renders by Shrew81:


Building interieur:
Building interieur

More renders by Zimble:


Zeli is one of the new concept artists on the team.

Reindeer panorama:
Reindeer panorama

Improvised weapons:
Improvised weapons


Sirren worked on a bunch of inorganic & organic models for PARPG lately.

Valmet RK 62:
Valmet RK 62

Animated reindeer:
Animated reindeer

More renders by Sirren:

Project management newsflash

We’re currently trying to establish developer meetings at our IRC channel on a regular basis; preferably at least twice a month. In case you’re interested to take part, head over to the forums and let us know which day of the week would be best suited for such a meeting.

That’s all for today. See you next week 🙂 Hopefully with less topics to cover that I can therefore flesh out in more detail.

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On the upswing

Heya and welcome to yet another weekly PARPG news update! As we got quite a bunch of topics to cover this week, I’ll keep things short and in case you’re interested in the details, you can always check out the threads at the forums as well as the articles at the wiki.

Overhauled combat system

Zenbitz has been rather busy lately but he invested some of his spare time into overhauling the Combat system proposal. If you’re interested in the details and the ongoing discussion, check out the thread about it at the forums.

On a modeling spree

It seems like the whole graphics department is on a modeling spree lately. 3d artist Shrew81 continued to work on his hut model and the latest – basically finished version – turned out quite well:
Hut 3d model by Shrew81

Furthermore he also started to work on a larger warehouse so we can use this building for testing purposes. At the moment the programming department is investigating how larger objects can be implemented into the game without running into z-ordering and blocking issues. Anyway, here’s a work in progress render of it:
WIP warehouse by Shrew81

Sirren has been hardworking as well and has started to model a second female raider. You can check out the latest work in progress version at the forums:
WIP female raider by Sirren

Inventory goodness

Every RPG needs a player inventory. So Python programmer Bretzel teamed up with graphics artist Sirren to investigate how such an inventory could be implemented – programming-wise as well as visually – for PARPG. The current version of the inventory code is actually still a standalone FIFE client but that’s just the first step; the next one will be to properly integrate it into PARPG. For those who are interested in the details and would like to test the inventory themselves, head over the the forums and check out the two threads about it there. For all the others, here’s at least a visual impression of the first draft:
Inventory client by Bretzel & Sirren

O Tile Artist, Where Art Thou?

Despite all the latest efforts in the graphics department, there is still plenty of room left for additional contributors. At the moment we’re searching for graphics artists who would like to work on creating ground tiles for the project. Lamoot recently wrote a guide about the topic at the graphics section of the wiki. Unfortunately he’s rather occupied with fleshing out the other guides at this point so we would appreciate any help in the field so we can see finally see some snowish looking tiles ingame. If you would like to get involved, head over to the introduction board of the forums and let us know!

Programming efforts

Maximinus refactored large parts of the code to ease the work of potential newcomers in the department. A proper data model has been implemented and the map data has been split up. That means that objects and NPCs are cleanly separated from static map data now.

Now refactoring itself does not provide any material for fancy screenshots but he wanted to provide some eye candy for this week’s update nevertheless. Therefore maximinus imported Sirren’s latest model to give you an impression how it looks ingame:
Ingame model tests

Last but not least he also commented on the next steps for the programming department. Might be pretty interesting especially to programmers who consider to contribute to the project but also to everyone else who’s interested in PARPG’s future plans in this field.

Trac spam issues addressed

Unfortunately our trac system has been invaded by spammers a couple of days ago. We had to deactivate ticket creation for anonymous users to stop it. Fortunately our host addressed the issue rather fast and installed an anti-spam addon; anonymous ticket creation is activated again and hopefully the spam problems are gone as well.

On the upswing

Despite all the economy recession going on at the moment, the project seem to be on an upswing nevertheless. It can’t be coincidence that the new graphics artists on the team Zimble decided to apply with the model of a windmill. We’ll hopefully find a place for this one in the game as well:
Windmill by Zimble

That’s all for today, see you again next Monday!

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