User talk:MvBarracuda

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

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?

Links

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

Summarized version
Yes! It's Monday again, that means it's time for yet another news update :-) As always: lots of progress over the course of the last week so I'll keep things short and you simply click through the various links if you find a topic of interest.

This time we're looking out for graphics artists and musicians who would like to get their hands dirty by contributing to the project. To give them something to do, the proper infrastructure needs to be in place as well, so our graphics artist Lamoot created a first [url=http://parpg-svn.cvsdude.com/parpg/trunk/source/blender/rendering_setup_01.blend]Blender rendering setup[/url] as starting point. Furthermore we decided to set up an [url=http://assets.parpg.net/]asset repository[/url] to find out if it offers any advantage for contributors who would like to avoid wrestling with SVN and other VCS solutions that are more geared towards tech-savvy users.

There are some new [url=http://wiki.parpg.net/index.php?title=Code_design_workflow]starting points for interested programmers[/url] and some reinforcements have already arrived as well. We're currently working on a playground for the writers to test the [url=http://wiki.parpg.net/Proposal:Story_Format]story format[/url] while trying to retain an overview by maintaining a per milestone [url=http://wiki.parpg.net/ToDo]ToDo list[/url].

Zenbitz got his hands dirty again as well and elaborates on [url=http://wiki.parpg.net/Proposals:Use-and-Study-based_Learning]use and study-based learning[/url] and the next (prolly rather short) news update will already arrive at Friday as I'm traveling to The Hague at Saturday.

Interested in all the details? Check out the full news update at the [url=http://blog.parpg.net/]PARPG development blog[/url] :-)

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."