User talk:MvBarracuda

This is my personal talk page, meant to become a place to collect all kind of useful links and notes.

Roadmaps

 * Milestone 1
 * Roadmap
 * http://parpg-trac.cvsdude.com/parpg/roadmap

Project management department

 * New SVN URL: http://parpg-svn.cvsdude.com/parpg/trunk/game/

Programming

 * Refactoring efforts going on
 * Board of programmers

Graphics department

 * New modeling package policy
 * Sirren: Animated player character:
 * http://wiki.parpg.net/images/2/2c/Raider_270.gif
 * http://wiki.parpg.net/images/e/e2/Raider_315.gif
 * Border: Soviet Flamer: http://wiki.parpg.net/images/4/4e/Soviet_Flamer.jpg
 * Seothen: Dr Felix Weir full body shot: http://wiki.parpg.net/images/2/21/WeirRough.jpg
 * Suzi: Props: http://wiki.parpg.net/images/2/2e/Suzi-icelandertfyo.jpg
 * Border: GUI mockup: http://wiki.parpg.net/images/3/39/WIP_HUD_02.jpg

Mechanics department

 * Character development: http://forums.parpg.net/index.php?topic=401.0
 * Map layout reevaluated: http://forums.parpg.net/index.php?topic=147.msg4785#msg4785

Detailed version
Title: Newsflash Gordon

Heya and welcome to yet another PARPG news update. I'm still quite busy with writing papers for university but as I got 1.5 weeks until I need to hand in the next one, there is sufficent time to finally post an update here. Enjoy!

Project management department Some of you might have tried to update your PARPG SVN checkouts lately but wondered why SVN reported an error. We've recently restructured our SVN repository so the game's path has slightly changed. If you're doing a fresh checkout, use this URL to just grab the game itself: http://parpg-svn.cvsdude.com/parpg/trunk/game/

For the ones who have already checked out the game in the past and would like to update now without having to download all the files again, check out this guide at the forums that explains how you can do so: SVN switch to new game path

The download article at the wiki was updated to reflect these changes as well: how to download PARPG

Programming department In the programming department, there are a bunch of ongoing refactoring efforts. We were lucky enough to attract quite some fresh blood lately and the new guys are becoming acquainted with our code right now. While some refactoring efforts already found their way into our SVN repository, it's still a long way to go. If you're interested in the details, check out the programming section of the forums to get an idea of the ongoing refactoring discussions: programming department section

As we had to cope with a bunch of problems and staff changes in the programming department lately, we've decided to establish a so called "board of programmers" to address these kind of issues when they arise. The board of programmers will consist of three seasoned developers; bretzel, tZee & Kaydeth have decided to step up for the task. These three developers will have two main tasks:  Coordinate the efforts in the department, defining the programming roadmap. Making final decisions in cases where a topic has been discussed in detail with all other programmers but an agreement couldn't be reached nevertheless. 

As every board member has one "vote" in the second case, there should be no draw situations and this new mechanism hopefully helps to decide tricky cases that turned out to be roadblockers for us in the past. In case any board member has to take a longer break from the project, the remaining two programmers and the project management will ask a candidate of their choice if he or she would like to become a new member of the board for the time being.

Graphics department In the past, we used to rely on Blender as prefered 3d modeling package for PARPG. While we were constantly attracting new programmers lately, finding more artists who don't mind working for free on an open source project seems far harder. Therefore we decided to change our stance concerning the 3d modeling software to use. 3d artists can now use whatever software they like as long as it does the job for them. The obvious drawback is, that we'll have to create rendering setups for these packages so that the produced renders look the same regardless of the used software.

But we feel that it's worth the effort; so if you're using any other 3d modeling software than Blender, feel free to apply now as well! The best place to do so is the introduce yourself board at the forums.

3d modeler Sirren completed his first set of animations for the player character: standing idle and walking around: <img src="http://wiki.parpg.net/images/2/2c/Raider_270.gif" alt="Raider 270 degrees PCS" /> <img src="http://wiki.parpg.net/images/e/e2/Raider_315.gif" alt="Raider 315 degrees PCS" />

Concept artist Border created a soviet soldier, carrying a flamethrower: <a href="http://wiki.parpg.net/images/4/4e/Soviet_Flamer.jpg"><img src="http://wiki.parpg.net/images/thumb/4/4e/Soviet_Flamer.jpg/500px-Soviet_Flamer.jpg" alt="Soviet flamer" /></a>

Seothen continued to work on the Dr. Felix Weir</a> concept and created a first work in progress full body shot of him: <a href="http://wiki.parpg.net/images/2/21/WeirRough.jpg"><img src="http://wiki.parpg.net/images/thumb/2/21/WeirRough.jpg/500px-WeirRough.jpg" alt="Dr. Weir full body shot" /></a>

Suzi, one of the new artists on the team, drew some props that you could be pretty useful when it's cold outside: <a href="http://wiki.parpg.net/images/2/2e/Suzi-icelandertfyo.jpg><img src="http://wiki.parpg.net/images/thumb/2/2e/Suzi-icelandertfyo.jpg/500px-Suzi-icelandertfyo.jpg" alt="Cold climate props" /></a>

New 3d artist monkeyface modeled an improvised crossbow - reusing a leaf-spring - and bolts for it. And yes: he likes Fallout as well, just in case that wasn't obvious from the first picture :-) <a href="http://wiki.parpg.net/images/7/78/Crossbow.jpg"><img src="http://wiki.parpg.net/images/thumb/7/78/Crossbow.jpg/500px-Crossbow.jpg" alt="Leaf spring crossbow" /></a>

<a href="http://wiki.parpg.net/images/2/20/Crossbow_bolt.jpg"><img src="http://wiki.parpg.net/images/thumb/2/20/Crossbow_bolt.jpg/500px-Crossbow_bolt.jpg" alt="Crossbow bolts" /></a>

Last but not least: Border created a first mockup for the graphics user interface of PARPG: <a href="http://wiki.parpg.net/images/3/39/WIP_HUD_02.jpg"><img src="http://wiki.parpg.net/images/thumb/3/39/WIP_HUD_02.jpg/500px-WIP_HUD_02.jpg" alt="" /></a>

Game mechanics department There where two main topics in the mechanics department that have been discussed lately.

There have been discussions about possible ways of implementing levelless character progression. Check out the details at the forums: <a href="http://forums.parpg.net/index.php?topic=401.0">character progression in PARPG</a>

Furthermore we've put the map layout topic back on the agenda. We initially decided to use separate maps for indoor areas of buildings, like it was done in the Infinity Engine games. However with the recent staff changes, it seems that the still involved developers might rather favour an approach as used in Fallout: the ground levels of buildings were usually part of the map where the building resided in the first two Fallout games.

This way you could basically shoot through doors and windows and combat was quite fun. Nothing has been agreed upon yet, but the whole point is basically up for discussion again: <a href="http://forums.parpg.net/index.php?topic=147.msg4785#msg4785">reevaluating PARPG map layout

Writing department Zenbitz brought up two setting-related proposals lately. Check out the <a href="http://forums.parpg.net/index.php?topic=316.">state of the world</a> and <a href="http://forums.parpg.net/index.php?topic=348.0">how to play the game</a> threads at the forums.

That's all for today. Next news update scheduled for Monday, 31st of August. See you then :-)

HTML English
You're my Waterloo ... I'll be your Stanley Park. Heya and welcome to yet another PARPG news update. I know that you're prolly disappointed due the lack of the updates lately and I'm truly sorry about it. The project went through a bunch of problems lately, university-related deadlines are nearing and my procrastination mentality didn't help either. As I'm still rather busy today, here's little newsflash rather than a full featured update. Hope you enjoy it nevertheless.

A bunch of problems popped up in the programming department but we can hopefully cope with all of them in the long run nevertheless. The graphics department has been really hardworking lately and new concept art and renders have found their way into our <a href="http://wiki.parpg.net/Gallery">wiki gallery</a>.

The writing department will flesh out their storyline proposal until the end of August and we'll decide upon one proposal within one week after that. Last but not least PARPG can be finally found at sourceforge now as well: <a href="http://sourceforge.net/projects/parpg">http://sourceforge.net/projects/parpg/</a>

Read the full news update at the <a href="http://blog.parpg.net/">PARPG development blog</a>.

If you wonder about the lack of news updates lately: I felt a bit like looked into a really icy cavern. Like that one:

[img]http://wiki.parpg.net/images/1/16/Icycavern.png[/img]

BBcode English
You're my Waterloo ... I'll be your Stanley Park. Heya and welcome to yet another PARPG news update. I know that you're prolly disappointed due the lack of the updates lately and I'm truly sorry about it. The project went through a bunch of problems lately, university-related deadlines are nearing and my procrastination mentality didn't help either. As I'm still rather busy today, here's little newsflash rather than a full featured update. Hope you enjoy it nevertheless.

A bunch of problems popped up in the programming department but we can hopefully cope with all of them in the long run nevertheless. The graphics department has been really hardworking lately and new concept art and renders have found their way into our [url=http://wiki.parpg.net/Gallery]wiki gallery[/url].

The writing department will flesh out their storyline proposal until the end of August and we'll decide upon one proposal within one week after that. Last but not least PARPG can be finally found at sourceforge now as well: [url=http://sourceforge.net/projects/parpg]http://sourceforge.net/projects/parpg/[/url]

Read the full news update at the [url=http://blog.parpg.net/]PARPG development blog[/url].

If you wonder about the lack of news updates lately: I felt a bit like looked into a really icy cavern. Like that one:

[img]http://wiki.parpg.net/images/1/16/Icycavern.png[/img]

BBcode German
You're my Waterloo ... I'll be your Stanley Park. Moin und herzlich Willkommen zu einem neuen PARPG News Update. Ich weiss, dass die unregelmäßigen Updates in letzter Zeit nicht wirklich befriedigend waren und es tut mir sehr leid. Es gab leider eine Reihe von Problemen in verschiedenen Bereichen des Projektes, Abgabetermine für die Uni rücken näher und meine Aufschieberitis macht das Ganze dann noch schlimmer. Weil ich heute auch noch gut zu tun habe, gibt mal wieder einen Newsflash statt eines detallierten Updates. Ich hoffe, dass ihr trotzdem eure Freude daran habt.

Es gab besonders Probleme im Bereich der Programmierung aber wir sind immernoch hoffnungsfroh, dass wir die Sache im Laufe der Zeit in den Griff bekommen. Die Grafiker waren wieder mit viel Elan am Werke und deshalb gibt es eine Reihe an neuen Kunstwerken in unserer [url=http://wiki.parpg.net/Gallery]Wikigalerie[/url] zu bestaunen.

Die Schreiber haben bis Ende August Zeit ihre Storylinevorschläge noch einmal weiter auszuarbeiten. Wir werden danach versuchen uns innerhalb von einer Woche auf einen der gemachten Vorschläge zu einigen. Und es gibt auch noch gute Neuigkeiten bezüglich unseres Sourceforge.net Accounts. Was lange währt, wird endlich gut. PARPG jetzt auch bei Sourceforge: [url=http://sourceforge.net/projects/parpg]http://sourceforge.net/projects/parpg/[/url]

Lest das gesamte News Update im [url=http://blog.parpg.net/]PARPG Entwicklerblog[/url].

Falls ihr euch fragt, warum es in den letzten Wochen so wenige News Updates gab: ich hab mich ein bißchen wie in einer eisigen Höhle eingesperrt gefühlt. So einer, wie dieser:

[img]http://wiki.parpg.net/images/1/16/Icycavern.png[/img]

Links

 * FIFE-based RTS? http://launchpad.net/qlippoth-rts
 * GCC 4.3x-based MinGW distro: http://tdragon.net/recentgcc/
 * How to market a product: http://blog.businessofsoftware.org/2009/07/seth-godins-talk-from-business-of-software-2008.html

Workflow

 * Each department can have a specific workflow to not force them to use tools they don't feel comfortable with. This is a rule of thumb as tools might be useful but require initial effort to get used to them.
 * Trac will be used for the following tasks:
 * sending in patches.
 * reporting bugs.

Quotes about PARPG

 * News update: "It's time for a little news update. We've boiled down possible setting and game mechanics aspects in the last week. So far we've agreed on a nuclear winter setting; furthermore the game will take place in Northern Europe / Scandinavia. In case you're interested about the details, feel free to check out the full news update at the PARPG development blog."
 * Reply at the Obsidian forums: "Some poorly thought out choices already. While I certainly hope for the best for your project I am expecting vaporware."

Image resize trick

 * [[Image:Crossbow.jpg|500px]]
 * [[Image:Crossbow_bolt.jpg|500px]]