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Random stuff:

Lamoot> new contributors should post stuff at the forums and then be approved/rejected

<Lamoot> I just need to decide how much of a bastard I want to be with this

<icelus> laugh

<icelus> i've seen both sides i don't have a clear view yet

<Lamoot> I definitely wish to have quality graphics

<icelus> i think its ok to be permissive if you aren't giving out commit access

<icelus> so people can't make whatever changes they want

<icelus> because then permissive turns into a scrum later

<icelus> on the other hand overly restrictive in general is a pain

<icelus> and discourages people

<Lamoot> yeah

<icelus> i've seen this from both sides now

<icelus> i think probably tight control of commit access and good review of content

<icelus> coupled with a sensible policy

<icelus> the wesnoth policy is good

<icelus> "better than what we have"

<Lamoot> ah

<icelus> that works really well

<Lamoot> simple and effective

<icelus> you don't promise you won't replace it later

<Lamoot> yp

<icelus> when someone else does something better again

  • SVN is used for code, final art assets, sources and testing maps for core team artists, one testing map for each serious contributing artist.
  • Art sources are in a separate part of SVN so the programmers dont DL all the stuff.
  • For more lay contributors and artists, we use DAM, where we store new contributions and also Art sources and resource libraries of models, textures and the rendering setup.
  • Sources and resources should be saved at SVN as well as DAM. They have to be available at DAM for the general populace and also at SVN, if DAM goes kaput.
  • By using DAM, we provide a general place where art can "mingle" and not have to care about random people adding stuff to SVN, while they can still contribute to the DAM.
  • DAM comments are disabled, so the forums are the central place where people comment on the art. The forums are the central commenting and discussion place anyway, and we should not take away any of their role. By having more places to comment, we create confuzion and decentralized orgnization = bad. inspiration for a particular faction in love with old stuff?

whiskey long-bin


On Dialog

<Lamoot> the flowchart would be used to have a better overview of text nodes. Each node would then have a unique reference code. The actual text would then be made by the writer in a text program and labeled with the apropriate reference code

<Lamoot> + each node would perhaps have a very concise and short description of what is going on

<Lamoot> for example: "PC replies with anger" or "PC tells his life story" or similar

<Lamoot> this way the writer would have an idea what kind of text to link to this dialog node

<Lamoot> of course a proper naming system would have to be made

<Lamoot> for the reference codes

<Lamoot> quest name, character speaking, node number - in case you have to make references to nodes outside of the current quest

<Lamoot> I guess nodes would contain the text given to you by the game/NPC and the liney going away from the node would represent possible replies by the player.

<Lamoot> lines*

<Lamoot> you can label the nodes, but I wonder if you can label the lines/connections

<Lamoot> how would then the dialog trees be organized in files?

<Lamoot> one tree one file?

<Lamoot> *one tree, one flowchart file, one text file

<Lamoot> but then you'd have to have an overview of the level above this individual dialog tree?

<Lamoot> but then you'd have to have an overview of the level above this individual dialog tree?

<Lamoot> Also, you'd probably have to define standard elements that would go into the tree, based on the game's character system.

<Lamoot> for example: attribute check, skill check and similar

<Lamoot> NPC stance towards the PC?

<Lamoot> there are many options

Needed FIFE features

For us to be constructively lazy, FIFE would need some additional features such as:

"Just Lamoot's setting ideas"

Following an idea from an entry in Barra's ToDO list. This is a random list of what I imagine would look cool in PARPG.

World setting

  • Ice, snow, lot's of it. After the atomic war, there is a shift of climate and you have a mini ice-age, not all is frozen though.
  • The world location would be around Scandinavia. A lot of the game world ist mit dem Schnee bedeckt, except for the south-west, where the south and warm atlantic current make proper conditions for at least some form of civilization (think fishing). This area is not n ideal living place, but it didn't receive as much atomic bombardement as the rest of the heavy populated areas, like mainland Europe.
  • prewar population density: areas with dense population received heavy nuke bombaredement and are thus extremely hostile environments for regular humans. (if it's red on the map, it received at least one nuke)

People, factions

    • ex-soviets faction
    • ex-allies faction
    • Inuits (nomadic tribe people who eat snow and build igloos out of deer) They've mastered the art of survival in this land (there were tribes people in fallout ;)). Masters of surviving in really cold terrain. The only humans capable of living in the far north. They are hunters (fish, seal, deer)
    • Sami people - another type of tribal people. Unlike the Inuits they live more towards the south, but are still skilled in survivial. Instead of igloos, they have those cone-like hide tents and they have herds of deer, and are not so much hunters, but herders.
    • Wooly mutants, instead of scorpion tails or 3 heads, they would have more weird and meaningless mutations and certain special abilities (think STALKER) + thick fur, so you can spot them sooner and shoot them (or to keep warm). They would live near radiation sources. Some bacteria in Chernobyl use melanin (skin pigment) with radiation the same way plants use chlorophyl with visible light. perhaps localized ecosystems based on this? Anyway, they are a successful branch of human evolution adapted to very cold climate and radiation. Not particularly friendly. Possible look
    • bandit groups (The Atomic Wikings!) There are various bandit bands made from outlaws, highwaymen and social outcasts (half-mutants). They are opportunistic scavangers, violent. some would have mental or mutation issues. They have no clear goal or organization, they are simply humans in their most primitive-like form (with negative meaning)


Fashion trends


  • RTG units, long-life electric source, a valued commodity in this post-apoc world. since it's been some time since they were made, the units don't operate at full capacity, but are useful nonetheless.
    • satellites are still in the orbit around earth, but nobody is using them, since the means to control them are lost. People are not even aware of their existence in general. They live only in the tales old people tell of the pre-war era and are a part of the folklore. Anyway, perhaps there could be a control centre somewhere and if the player had enough tech skill, he could use a few of these satellites. The uses are many:
      • launch nuclear warheads (if there are any left in the orbit),
      • spy on the enemy,
      • reveal secret locations on the world map.
      • show useless information that is only for the players amusement (like weather satelites showing how frozen the earth is or stuff like that)

But we should be careful with the satellites, they shouldn't reveal too much about the game world, so the players don't have a complete picture but can only speculate if they wish so (speculation and guessing is a strong element of human perception. Books use this itnernal human rendering engine to make great world with mere words, no 5000 polygon 3d rats required, eh Bethseda?)

Misc. stuff from this world

What should be done first

There are certain things that are necessary foundations for an RPG project:

  1. Define the ruleset, gameplay:
    • A game is built around gameplay, thus general gameplay should be the first thing to define. It can be refined later, but you should have a general concept before proceeding with other parts. Not many things can be defined without a set ruleset.
    • This is a very conceptual stage of development and doesn't need to involve actual programming.
    • It depends a bit on the setting (available world weapons affect combat).
    • It defines dialog options, like skill checks and the way a character can interact with the world and NPCs.
  2. Define the world setting (history, how things evolved, current situation). This is developed at the same time as the ruleset:
    • It is necessary for a ruleset.
    • It serves as a base for the story, which then serves a base for quests and dialogs.
  3. Define the graphics (style, perspective, size of tiles/sprites, tile sprite direction,create a robust rendering setup and tutorials on how to create graphics for the project - for each type of visual content (character sprites, ground tiles, items, walls, effects etc.).
  4. Define the story
    • The story defines the narrative progress of the game and with this it defines characters, locations, quests.
    • It also defines possible paths through the main narrative so then you can start working on branching dialog (with the combination of an already defined ruleset).
  5. Once you have locations, people, world (entities, items etc.) defined, you can create a list of needed graphics. Up until now graphics are more for testing purposes (visualizing the ruleset) than actual final content.
  6. After the list of needed graphics is done, the actual visual content is made.
  7. If you drag the artists into this project from the very beginning, they will be demotivated and borred, since you won't have a to-do list fort them - only now should they be "activated" so far it was mostly the work of main game designers.

Musicz I likez section

This section is for different tracks I find inspiring and that could be used as a guideline to what kind of music we'd like to have in paprg. These tracks are mostly copyrighted, so they can't be used for other than inspiration. Dark ambient music is cool, but should also have other flavours in it.

If you intend to listen to these tracks, do so slowly. Turn your head away from the screen or close your eyes and really listen and let it sink in. Only then you shall be given the right to comment :)

On food/water metre

<Lamoot> what if you had a World-map stamina metre? You could only travel so much on the world map until it ran out. Once it ran out, you would have to rest or get some stat penalties. By having food/water with your, the stamina bar would decrease slower. Food/water wouldn't have any other penalty effect on you though, but if you had food/water in your ivnentroy, the stamina meter would grow faster when resting

<Lamoot> this way food/water are not mandatory, but give you a nice bonus when traveling, regaining world-map stamina

  • Stamina bar would decrease when moving on the world map
  • Stamina bar would not be reset when exiting/entering the world map
  • Stamina bar would increase through time, when not moving on the world map. It would increase faster through resting and even faster if you had food with you
  • Stamina bar wouldn't decrease as fast when you had food with you.
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