Posts Tagged sourceforge

Gin in tea cups

Heya and welcome to yet another weekly PARPG update! This time we’ll cover a bunch of interesting topics: progress in the fields of writing, mechanics and programming, efforts to find a lead writer as well as some general remarks about the future of the technical framework that we’re currently evaluating.

Rio de hola >> PARPG

After some brainstorming on the IRC channel, an interested programmer convinced me to actually get the engine evaluation process started by using an existing FIFE client as basis for PARPG. This way we won’t need to start from scratch, got a starting point code-wise and also assets in place that can be used for testing purposes without pressuring our departmens to produce something at this point.

A copy of the FIFE techdemo Rio de hola has been added to the PARPG SVN repository. Feel free to check out the current status, so far there’s not more to see than in Rio de hola but this will hopefully change soon. A guide how to download, build and run the latest version of PARPG has been added to the wiki.

Ice, icelus, baby

The interested programmer I was talking about is icelus. He recently found the project via our advert at HappyPenguin and decided to take a look into the project. So far he’s digging through the engine code and already improved the pathfinding code of FIFE in the meanwhile.

Yoni comes to rescue

Building and running FIFE on icelus’ system wasn’t as easy as thought. Unfortunately it seems that there is a very rare problem that shows up on few linux-based systems. It’s similar to the segmentation fault issue that we faced on some systems whenever an exception was thrown. Fortunately yonibear from Unknown Horizons (a.k.a. OpenAnno, they recently changed the title of the project) came to rescue again. The proposed workaround fixed the problem for icelus, so in case you encounter a segfault on your linux box as well, check it out.

Searching for a lead writer

While we fortunately found a first dedicated developer for the programming department (plus a bunch of additional interested possible contributors), we’re still trying to find a writer who wouldn’t mind the responsibility of playing a lead role in the field of story writing. If you’re an interested writer who is a native speaker (or just as fluent in English), enjoys post apocalyptic fiction and non-cliche roleplaying games, get in contact with us! Where are all these dedicated literature students who would like to get their hands dirty?

Zenbitz strikes again

Our game mechanics guru zenbitz was hardworking over the course of the last week and came up with proposals how innate abilities could work. Furthermore he came up with a proposal for realistic wounds and damage as well. Last but not least zenbitz digged up a thesis about interactive storytelling in computer games. While the concept seems not really suited for a cRPG like this project, there are some interesting thoughts about story analysis in literature and how the concept could be applied to computer games as well. Feel free to give it a read!

Maps, we need maps!

Lamoot worked on the world map for PARPG lately. While the current version is quite large compared to other RPGs that feature a map based on real world geography (obvious example: Fallout), our approach got some advantages. We’ll focus on creating a rather small one major town / location demo before investigating how many locations we could realistically try to include in a timeframe of 2-3 years. With a rather huge map we have the chance to always add more locations if needed while setting at least a certain frame to avoid total lack of focus. You can check out the latest version of the map at the setting section of the wiki.

Content license discussion

Qubodup brought up the question what kind of licenses we’re planning to use for the assets (audio, graphics, text) we’ll create for PARPG. So far it seems that the team favours the a Creative Commons license that permits modifications to – as well as commercial usage of – the content if proper attribution is given. We haven’t agreed on either using a share-alike license or not. If you would like to know more about the Creative Commons licenses, you can check them our here. If you would like to contribute to the ongoing discussion, you can do so at our forums.

All your sourceforge account …

… are belong to us! Just a quick update about our efforts to overtake the sourceforge account of an existing project. It seems that the original maintainer hasn’t replied to the sourceforge email and now we’ll have to wait for two more weeks. If he doesn’t interfere until then, we can take over the account and start utilizing the sourceforge help wanted functionality for PARPG. I shamelessly (ab)used my FIFE account for the purpose at the moment, but it sounds like a good idea to use the project account of the project that you’re recruiting for.

FIFE development revived

Last but not least: we recently had a FIFE IRC meeting again to revive active development of the engine. LinuxDonald coordinated the meeting and there were a bunch of topics discussed and agreements reached. Most important there are three major changes planned for the next months: redesigned audio API, rewritten more efficient renderer as well as UTF8 support for pychan to ease i18n. If you’re interested in all the details, check out the meeting log at the FIFE wiki. We might actually release a new FIFE snapshot over the course of the next weeks as it has been 8 months and around 200 commits since the release of 2008.2. The ongoing discussion about the release takes place at the FIFE forums. The new release will focus on bugfixes as the FIFE team currently lacks the manpower to further flesh out the Rio de hola concept. But it might sound worse than it really is: with Unknown Horizons, Zero-Projekt and now prolly PARPG as well, FIFE development has good potential to flourish over the course of the next months.

That’s all for today, see you here next week!

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Reading comprehension check failed

Looks like I did not properly read the Sourceforge FAQ last time. I thought that they would set up hosting for PARPG within three work days but this apparently just applies to newly registered projects. PARPG is new in this form but I would like to take over the parpg sourceforge ID from an existing (vapourware) project. Taking over an existing project doesn’t take three days but rather three weeks so don’t expect to see the project hosted at sourceforge before the end of the month. On the other side it was a good idea to send in the registration early; if everything goes as planned, the account should be still available when recruitment is planned to take place. Sourceforge has a quite useful help wanted section so this should be a great place to recruit potential contributors.

On a related note: I officially announced the project at some forums over the weekend (RPGcodex, NMA & FreeGamer) and so far feedback is a mixed bag. I did some last minute modifications to the announcement, giving the wrong impression that the project would be a pretty much a carbon copy of Fallout. That’s of course not the case. Next time I won’t try to close all kind of yet unfilled gaps with Fallout concrete. The majority of the information that can be found at the key design elements article are personal suggestions and not decisions that are set in stone.

The purpose of the early project annoucement was to get some first feedback by the community. There seems to be already some interest in getting involved once actual recruitment starts so I thought about how interested community members could contribute at the moment. I started to flesh out the articles for each development department at the wiki today.

Writing down the requirements of the project management department was pretty easy for me because I know the field pretty well from my involvement in FIFE. The articles of the other departments just contain a bunch of notes and questions at the moment. This is where you can join the fun. In case you’ve got a graphics, audio, writing, programming or gameplay design background feel free to join the wiki effort and add your ideas to the relevant articles.

And in case you think about contributing on a somewhat regular basis, feel free to create a personal profile at the wiki.

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Trouble with sourceforge

I received a notification by sourceforge that my project registration plea has been rejected. Looks like they would like to have more technical information about PARPG. Unfortunately it seems that sourceforge does not store the project description that you’ve sent in, in case you want to overtake the project id of an existing sourceforge-hosted project. As “parpg” was already taken, I applied to overtake this project id as the currently registered project is vapourware: existing since 2.5 years and no single commit in this time.

So I sent in a more detailed project description this time, featuring more technical details and saved all the information at the wiki just in case it gets lost again due another rejection of my registration plea.

Last but not least I thought about what kind of content should be available as separate articles that are hosted at the blog instead of at the wiki. To me it seemed that at least the most important articles for public interest should reside at the blog as well, though more detailed versions can reside at the wiki. The wiki articles would feature rather developer-related information. For now I’ve decided to go for these blog articles:

  • About: short project description.
  • Development: important development-related information. Help wanted, SVN, Trac.
  • Downloads: links to the latest available PARPG release for different platforms. Could contain a link to a full-featured download section at either the wiki or sourceforge.
  • Screensots: for all the fancy visuals once development has started.
  • Legal notice: legal information about the person who’s responsible for the content. There is a discussion if this kind of information is required for German domains in general or just in case the website is aiming at making profit. I added the legal notice nevertheless to avoid possible issues with lawyers who try to make a quick buck with missing legal information.

I really wanted to add a separate “Help wanted” article at the blog as well instead of simply listing the open position as a paragraph of the “Development” article. Unfortunately the space for these kind of articles is limited visually; once you add too many articles, it will look quite ugly. As the articles listed above seem pretty essential to me, I decided to not have a separate help wanted article for now. That’s for it for today, hopefully SVN commit notifications will get fixed soon. Next step is elaborating on the Python programming language and the FIFE engine choice at the wiki.

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