Posts Tagged zeli

Obstacle 2

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.

Programming department

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.

Graphics department

Let’s welcome new artist comscar on the team! His handdrawn snow shoveler concept has been digitalized and refined by veteran Gaspard:
Snow shoveler

Gaspard also created a snow panomara concept entitled Alone in the wilds:
Alone in the wilds

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:
Collection of barrels

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:
Mall #1

Mall #2

EGO furthermore also created a lone explorer concept art piece. Enjoy it:
Lone explorer

I promised a whole bunch of new images in this update, so you’ll get a whole bunch! Let’s also welcome Q_x on the team who created this main menu mockup:
Main menu mockup

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.

As we are still short of 3d artists right now, concept artist Zeli had a stab at 3d modeling and created his first model for PARPG: a multi level building. Looks like he has a hand for this:
Multi level building

That’s all for today. Next news update scheduled for Monday, 30th of November. See you then 🙂

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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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