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

 * Overhauled combat system article: http://wiki.parpg.net/Proposals:Combat_System
 * http://forums.parpg.net/index.php?topic=183.0
 * Shrew81's modeling efforts
 * Finished hut: http://wiki.parpg.net/images/0/02/Shrew_hut.jpg
 * WIP warehouse: http://wiki.parpg.net/images/thumb/6/6d/Warehouse.jpg/350px-Warehouse.jpg
 * Female raider by Sirren: http://wiki.parpg.net/images/9/93/Female_raider_III.png
 * http://forums.parpg.net/index.php?topic=125.30
 * Inventory by Bretzel & Sirren: http://wiki.parpg.net/images/thumb/7/7c/Inventory1.jpg/350px-Inventory1.jpg
 * http://forums.parpg.net/index.php?topic=188.0
 * http://forums.parpg.net/index.php?topic=189.0
 * Searching for ground tiles artist: http://wiki.parpg.net/Graphics:Workflow_Simple_Tile
 * Refactoring efforts:
 * re-factored code to make it easier for newcomers
 * proper data model implemented
 * split the map data up; objects and NPC's are cleanly separated from static map data now
 * Maximinus' various test sessions screenshots:
 * http://wiki.parpg.net/images/4/47/Motivate2.jpg
 * Next steps in the programming department: http://forums.parpg.net/index.php?topic=140.msg2089#msg2089
 * New trac spam protection; anonymous ticket creation works again
 * Graphics artist Zimble: http://wiki.parpg.net/images/thumb/6/68/Windmill.png/350px-Windmill.png
 * http://forums.parpg.net/index.php?topic=179

Detailed version
Title: On the upswing

Heya and welcome to yet another weekly PARPG news update! As we got quite a bunch of topics to cover this week, I'll keep things short and in case you're interested in the details, you can always check out the threads at the forums as well as the articles at the wiki.

Overhauled combat system Zenbitz has been rather busy lately but he invested some of his spare time into overhauling the Combat system proposal. If you're interested in the details and the ongoing discussion, check out the thread about it at the forums.

On a modeling spree It seems like the whole graphics department is on a modeling spree lately. 3d artist Shrew81 continued to work on his hut model and the latest - basically finished version - turned out quite well: 

Furthermore he also started to work on a larger warehouse so we can use this building for testing purposes. At the moment the programming department is investigating how larger objects can be implemented into the game without running into z-ordering and blocking issues. Anyway, here's a work in progress render of it: 

Sirren has been hardworking as well and has started to model a second female raider. You can check out the latest work in progress version at the forums: 

Inventory goodness Every RPG needs a player inventory. So Python programmer Bretzel teamed up with graphics artist Sirren to investigate how such an inventory could be implemented - programming-wise as well as visually - for PARPG. The current version of the inventory code is actually still a standalone FIFE client but that's just the first step; the next one will be to properly integrate it into PARPG. For those who are interested in the details and would like to test the inventory themselves, head over the the forums and check out the two threads about it there. For all the others, here's at least a visual impression of the first draft: 

O Tile Artist, Where Art Thou? Despite all the latest efforts in the graphics department, there is still plenty of room left for additional contributors. At the moment we're searching for graphics artists who would like to work on creating ground tiles for the project. Lamoot recently wrote a guide about the topic at the graphics section of the wiki. Unfortunately he's rather occupied with fleshing out the other guides at this point so we would appreciate any help in the field so we can see finally see some snowish looking tiles ingame. If you would like to get involved, head over to the introduction board</a> of the forums and let us know!

Programming efforts Maximinus refactored large parts of the code to ease the work of potential newcomers in the department. A proper data model has been implemented and the map data has been split up. That means that objects and NPCs are cleanly separated from static map data now.

Now refactoring itself does not provide any material for fancy screenshots but he wanted to provide some eye candy for this week's update nevertheless. Therefore maximinus imported Sirren's latest model to give you an impression how it looks ingame: <img src="http://wiki.parpg.net/images/4/47/Motivate2.jpg" alt="Ingame model tests" />

Last but not least he also commented on the next steps for the programming department</a>. Might be pretty interesting especially to programmers who consider to contribute to the project but also to everyone else who's interested in PARPG's future plans in this field.

Trac spam issues addressed Unfortunately our trac system</a> has been invaded by spammers a couple of days ago. We had to deactivate ticket creation for anonymous users to stop it. Fortunately our host cvsdude.com addressed the issue rather fast and installed an anti-spam addon; anonymous ticket creation is activated again and hopefully the spam problems are gone as well.

On the upswing Despite all the economy recession going on at the moment, the project seem to be on an upswing nevertheless. It can't be coincidence that the new graphics artists on the team Zimble decided to apply</a> with the model of a windmill. We'll hopefully find a place for this one in the game as well: <img src="http://wiki.parpg.net/images/thumb/6/68/Windmill.png/350px-Windmill.png" alt="Windmill by Zimble" />

That's all for today, see you again next Monday!

BBcode English
Heya and welcome to yet another weekly PARPG news update! There is a whole bunch of visual material to cover in this update as the graphics department has been quite hardworking. Furthermore the [url=http://wiki.parpg.net/Proposals:Combat_System]combat system proposal[/url] has been overhauled and large parts of the Python code have been refactored. We've played around with possible ingame inventory concepts and our trac systems seems to run stable again after spammers invaded it a couple of days ago :-(

While a couple of new graphics artists joined the project lately, there is still a lot of room for additional contributors. We're currently especially searching for talented artists who would like to help us with creating ground tiles for the game.

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

And if you want to know what all of this has to do with an upswing, here's a little pointer for you: [img]http://wiki.parpg.net/images/thumb/6/68/Windmill.png/350px-Windmill.png[/img]

HTML English
Heya and welcome to yet another weekly PARPG news update! There is a whole bunch of visual material to cover in this update as the graphics department has been quite hardworking. Furthermore the combat system proposal</a> has been overhauled and large parts of the Python code have been refactored. We've played around with possible ingame inventory concepts and our trac systems seems to run stable again after spammers invaded it a couple of days ago :-(

While a couple of new graphics artists joined the project lately, there is still a lot of room for additional contributors. We're currently especially searching for talented artists who would like to help us with creating ground tiles for the game.

Check out the full news update at the PARPG development blog</a>.

And if you want to know what all of this has to do with an upswing, here's a little pointer for you: <img src="http://wiki.parpg.net/images/thumb/6/68/Windmill.png/350px-Windmill.png" alt="Powered by wind" />

BBcode German
Moin und herzlich Willkommen zu euer wöchentlichen Dosis PARPG News! Dieses Mal gibt es einen ganzen Batzen an optischen Spielereien zu begutachten weil die Grafikabteilung in der letzten Woche besonders fleißig war. Weiterhin wurde der Entwurf für das [url=http://wiki.parpg.net/Proposals:Combat_System]Kampfsystem[/url] noch weiter überarbeitet und große Teile des Python Codes via Refactoring in Form gebracht. Wir haben mit möglichen Konzepten für das Ingame Inventory experimentiert und hoffentlich läuft unser Trac jetzt auch wieder stabil nachdem es letzte Woche von Pirat..., nein natürlich von Spammern attackiert wurde.

Während wir im grafischen Bereich schon einige Zugänge in den letzten Wochen verzeichnen konnten, ist trotzdem noch jede Menge Luft für weitere interessierte Mitarbeiter. Zur Zeit suchen wir speziell nach Grafikern welche uns gern bei der Erstellung von Bodentiles unter die Arme greifen würden.

Ihr könnt das gesamte Update (auf Englisch) mit allen Screenshots im [url=http://blog.parpg.net/]PARPG Entwicklerblog[/url] inspizieren.

Und wenn ihr wissen wollt, was das ganze mit der Wirtschaftskrise zu tun hat und warum wir scheinbar trotzdem gerade im Aufwind sind, dann hier mal ein kleiner Anhaltspunkt: [img]http://wiki.parpg.net/images/thumb/6/68/Windmill.png/350px-Windmill.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:Windmill.png|350px]]
 * [[Image:Warehouse.jpg|350px]]
 * [[Image:Inventory1.jpg|350px]]

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?