User talk:MvBarracuda

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

List of topics
Note about slightly different style (more plans instead of a report of completed work) due the meeting.

Programming

 * Class design draft: http://forums.parpg.net/index.php?topic=264.0
 * Design tasks: http://forums.parpg.net/index.php?topic=271.0
 * Utilizing trac for coordination purposes: http://forums.parpg.net/index.php?topic=267.0
 * Planned programming department IRC meeting:
 * http://forums.parpg.net/index.php?topic=310.0
 * http://wiki.parpg.net/Meeting:2009/07/13

Graphics department

 * Steyr 69 gun: http://forums.parpg.net/index.php?topic=309.msg3581#msg3581
 * Death splash screen: http://forums.parpg.net/index.php?topic=293.0
 * Snowy rooftops: http://forums.parpg.net/index.php?topic=200.msg3576#msg3576
 * Extended Gallery

Game mechanics

 * Climatologist wanted: "Are you a professional or amateur climatologist? Do you know one?  Would you like to see a game that handles weather and glaciation without scoffing at it, or it violating your suspension of disbelief?  We'd love to get your input, thoughts, and if nothing else, good references for our own research.  Please post at the forums or contact..."

Writing department

 * NPCs wikified: http://wiki.parpg.net/NPCs
 * Main story proposals: http://wiki.parpg.net/Draft:Main_story_versions
 * Writing department IRC meeting:
 * http://forums.parpg.net/index.php?topic=282.msg3592#msg3592
 * http://wiki.parpg.net/Meeting:2009/07/10

Project management

 * Addressed trac ticket creation issues
 * Tried to register PARPG at sourceforge.net again: https://sourceforge.net/apps/trac/sourceforge/ticket/1849

Detailed version
Title: Fire water burn

Heya and welcome to yet another weekly PARPG news update! This week our roofs are not on fire, they're on ice :-)

Programming department The programming department still focused on discussing the future structure of the code in the last two weeks. The class design draft as well as possible design tasks were discussed among the involved programmers. Unfortunately we didn't anticipate that a large influx of new programmers also means that there's the need for additional coordination and planning among the team.

To ease the coordination, we're currently planning to utilize Trac's ticket system for the programming department. You can read about it in detail at the forums. Furthermore we're planning to have a first programming department IRC meeting, prolly at Monday, 13th of July at 3-5PM GMT. It's not 100% set in stone but in case we decide to agree upon a different date and time, I'll let you know at the blog. Details about the planned meeting are outlined at the forums as well as at the wiki.

Graphics department

Game mechanics department

Writing department

Project management department

That's all for today. See you next Monday :-)

BBcode English
Heya and welcome to yet another weekly PARPG news update! This time the nature of the update is a bit different to what you're used to get here. The main reason is that we recently had our first official developer meeting at the IRC channel of the project. So this news update contains far more plans for our next steps while the older updates often purely focused on reporting the progress of the last week(s). Such a change comes with certains advantages and potential drawbacks.

One main advantage is that we can give the community an idea where the project is hopefully moving to; on the other side there is the risk of promising but not being able to deliver later. So take the plans outlined today with a grain of salt :-) But enough of the disclaimer stuff, let's get to actual news reporting!

Due the meeting there's are a truckload of things to report. The audio department is currently working on a more Falloutesque remix of the current ingame audio track while the programmers are making their plans for a first public release of PARPG, hopefully at the end of August. Furthermore there is the need to refine the workflow of the department to the forunate recent influx of a couple of new contributors as far as programming is concerned.

Zimble wrote a tutorial how to build your own (tiled) walls of Jericho, we're trying to discover structural problems in the graphics department that hinder their efforts and the separate game mechanics testbed has been scrapped in favour of an ingame testing solution. A first promising looking story draft is in the making and we can finally offer auto-generated code documentation.

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

And what does a really cool RPG need? You're right on the spot: walls, of course! There you go:

[img]http://wiki.parpg.net/images/7/7a/Zimble_walls.png[/img]

HTML English
Heya and welcome to yet another weekly PARPG news update! This time the nature of the update is a bit different to what you're used to get here. The main reason is that we recently had our first official developer meeting at the IRC channel of the project. So this news update contains far more plans for our next steps while the older updates often purely focused on reporting the progress of the last week(s). Such a change comes with certains advantages and potential drawbacks.

One main advantage is that we can give the community an idea where the project is hopefully moving to; on the other side there is the risk of promising but not being able to deliver later. So take the plans outlined today with a grain of salt :-) But enough of the disclaimer stuff, let's get to actual news reporting!

Due the meeting there's are a truckload of things to report. The audio department is currently working on a more Falloutesque remix of the current ingame audio track while the programmers are making their plans for a first public release of PARPG, hopefully at the end of August. Furthermore there is the need to refine the workflow of the department to the forunate recent influx of a couple of new contributors as far as programming is concerned.

Zimble wrote a tutorial how to build your own (tiled) walls of Jericho, we're trying to discover structural problems in the graphics department that hinder their efforts and the separate game mechanics testbed has been scrapped in favour of an ingame testing solution. A first promising looking story draft is in the making and we can finally offer auto-generated code documentation.

Read the full news update at the PARPG development blog.

And what does a really cool RPG need? You're right on the spot: walls, of course! There you go:



BBcode German
Moin und herzlich Willkommen zu einem neuen PARPG News Update. Dieser Update unterscheidet sich in seiner Art etwas von den vorherigen; bisher haben wir uns meist auf das Aufzählen der Fortschritte der letzte Woche konzentriert; dieses Mal gehen wir wesentlich mehr auf unsere Pläne für die nächsten Wochen ein. Dies hat auch einen speziellen Grund: wir haben gestern und erstes offizielles Entwicklermeeting im projekteigenen IRC Channel abgehalten.

Nun ist es so, dass ein solcher pläne-orientierter Ansatz gewisse Vor- und Nachteile mit sich bringt. Auf der einen Seite können wir euch zeigen in welche Richtung sich das Projekt hoffentlich in den nächsten Wochen und Monaten entwickeln wird. Auf der anderen Seite besteht das Risiko, dass man zuviele Versprechungen gibt, die man dann unter Umständen nicht halten kann. Deshalb solltet ihr das heutige News Update unter diesem Vorbehalt lesen. Das war der Disclaimer; und jetzt zu den eigentlichen Neuigkeiten!

Auf Grund des abgehaltenen Meetings gibt es eine ganze Reihe an berichtenswerten Entschlüssen. Das Audio Department arbeitet zur Zeit an einem Remix des ersten Ingame Tracks, welcher näher an die Atmosphäre des Fallout Soundtracks herankommt. Die Programmierer schmieden derweil Pläne für einen ersten offiziellen PARPG Release; angepeilt ist Ende August wenn alles glattgeht. Weiterhin gibt es Vorschläge zur Anpassung des Workflows des Programmierer, da wir glücklicherweise in den letzten Wochen eine ganze Reihe an neuen Entwicklern in diesem Bereich im Team begrüßen konnten. Durch die größere Anzahl an Entwicklern gibt es aber jetzt logischerweise auch mehr Bedarf nach Kooperation und Koordinierung um z.B. merge Konflikte zu vermeiden.

Zimble hat ein Tutorial zur Erstellung eigener Walltiles in Blender verfasst und wir versuchen gerade die strukturellen Probleme, welche die Grafikabteilung leider zur Zeit etwas ausbremsen, ausfindig zu machen. Die geplante separate Testumgebung für die Spielmechanik wurde zu Gunsten eines direkt das Spiel integrierten Ansatzes aufgegeben und ein erster erfolgversprechender Storyentwurf findet hoffentlich bald seinen Weg ins Wiki. Und last but not least: es gibt jetzt endlich eine täglich frisch generierte Dokumentation des PARPG Codes :-)

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

Obwohl wir erst komplett auf Wände verzichten wollten, schon aus dem Grund um total alternativ zu sein, wurden wir dann doch von der Community überzeugt, dass dies eine bescheuerte Idee ist. Ihr wollt Wände? Hier habt ihr sie!

[img]http://wiki.parpg.net/images/7/7a/Zimble_walls.png[/img]

Links

 * FIFE-based RTS? http://launchpad.net/qlippoth-rts
 * GCC 4.3x-based MinGW distro: http://tdragon.net/recentgcc/

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:PARPGSplash.png|500px]]

Things in the world

 * Non-living
 * Mobile
 * ADD: Robots? They could be immobile as well, e.g. as the turrets in Fallout.

Basic properties of the world

 * Time models
 * ADD: Paused: time standing still.
 * Progression ?

Basic properties of all things

 * ADD: Introduce material property? E.g. wooden things might often be inflammable.

Basic properties of mobile living things

 * ADD: Have a movement speed.
 * ADD: Have an inventory limited by weight and bulk.

Entity

 * ADD: water_soluble?

Clothes(Item)

 * ADD: has a protection value against specific types of attack?