Jump to content

mvBarracuda

Members
  • Content Count

    118
  • Joined

  • Last visited

Everything posted by mvBarracuda

  1. Coolio Walsingham ) I talked to a couple of people who are or were using Scrum in a game development environment and most of them really liked it. This said: it will be hard to use the full potential of it in a distributed team environment. But we'll see how our first sprint works out and tweak the processes based on that )
  2. Heya and welcome to a short PARPG news update. If you've watched our wiki closely over the last four weeks, you might have realized that the PARPG team has been researching Agile software development in general and Scrum as one Agile framework in special. When we had our first stab at the project from early 2009 until early 2010, we ran into a couple of issues we couldn't really cope with back then: * Lack of focus on actual development goals * Lack of agreed upon development guidelines and processes * Lack of communication and coordination between the different development departments
  3. As you might remember: we were looking for a lead writer for PARPG recently. Quite surprisingly for us, not just one but a couple of writers were interested in filling this role on the team. We considered to use a formal application process to handle this but after quite some discussion on the team we realized that giving writers a formal task to work on might not work out that well in reality due a couple of reasons. A formal work sample will tell us nothing about the communication skills of a writer. Furthermore a work sample doesn't really give us any idea how well (s)he can adopt estab
  4. Each to their own Purkake ) We've got quite some interest in the position, so I'm pretty sure that we'll find somebody who's dedicated, talented and compatible with our mindset and philosophy.
  5. Quite surprisingly for us, we had quite some interest in the open lead writer position. Our initial guess was that interest would be rather low, so we were not really well prepared for this situation. I'll sit down with the other lead developers this week and we'll figure out a process how interested writers could present their writing concepts to us in a somewhat consistent and representative way. We think about using one of our setting articles at the wiki as starting point, and letting interested writers flesh out a number of themes (prolly around 3) that they would like to explore, bas
  6. Team name: PARPG development team Project name: PARPG - Post-Apocalyptic RolePlaying Game Brief description: The project has been originally founded in early 2009 and has been in production ever since. The game is heavily inspired by gems of the golden age of Western isometric singleplayer 2d RPGs such the Fallout series (especially Fallout 1 & 2), Arcanum and Planescape: Torment. While we released a first techdemo of the project in March 2010, I had to step down from my position as project manager to focus on my studies. Unfortunately the project slowly fell apart back then as
  7. PARPG now features a planet site: http://planet.parpg.net/ Tracking the project progress has never been easier!
  8. Good point Irrelevant. I think the main idea of balancing shouldn't be to make all possible characters builds equally easy/hard to play, but give at least a number of major different builds a chance to complete the game using different skills. A diplomat might have a harder time to complete the game but it should be possible nevertheless. I think that's pretty much how Fallout: New Vegas handled different character builds as well. PARPG will surely have a different skill system so it's harder to max out many skills and you can't become a jack of all trades. Though FO: NV did far better
  9. Good point about balancing. It will be complicated indeed but PARPG has one advantage over commercial projects in this specific field. As the project will go through a whole series of public releases, we'll hopefully receive a lot of feedback in the process. So we can use that feedback for better balancing from release to release.
  10. I didn't intially post it in here, but we're currently workng to get the project back on the track and we're (slowly) moving towards a 2nd techdemo release. We'll be mostly focusing on improving the engine at this point as there is too much functionality missing at this point to add new content; especially the content pipeline and tools aren't fleshed out yet. Anyway, for all still interested in the project: http://blog.parpg.net/2010/11/the-parpg-revival-experience/ I'll post another little update at the blog this week, covering our plans and the way towards techdemo 2. EDIT:
  11. Heya and welcome to yet another PARPG news update! We've finally made it: the first techdemo release of PARPG is available for Linux, Mac and Win32 ) Win32: * PARPG techdemo 1 r522 Win32 installer Linux, Mac, BSD variants: * FIFE r3236 source package (needed to run PARPG) * PARPG techdemo 1 r522 source package You can find detailed instructions how to install PARPG on your system at our blog. My permanent departure: This said: I'm sorry to say so but it turned out that I won't have more free time on my hands in April. There have been changes in real life and I simply don't
  12. Heya and welcome to yet another PARPG news update. We hope you had pleasant holidays and wild New Year's Eve parties ) Some of us just returned from their holiday break and now it's time to find out who's still around and can help us to release our first techdemo in early 2010. This said: open source enthusiast Sindwiller is definately still around and released an updated but yet still work in progress version of his Snow may never end audio track. Feel free to give it a listen and let us know what you think. While our programmers have been enjoying a well-deserved rest, the FIFE t
  13. Playable as in 1.0 release of a commercial game like Fallout, Arcanum, Planescape: Torment? Optimistic estimation: 2.5 years; but I think it's more realistic to assume that it will take at least around 4 years to create a game as content rich as the ones mentioned above. Nobody works on it full time, so there is no dev on the team you could squeeze 40-60 hours per week into it; all of us a have either a day job or are still in college. This said, we're aiming to release a first _techdemo_ of PARPG in early 2010. Hopefully some time between the end of January and early March. But as always
  14. Heya and welcome to yet another PARPG news update! This one will be rather short and not so picture-heavy as the last ones. Most of us have been pretty busy lately, so the number of topics to write about is rather small. First and foremost: we found out that shipping the upcoming techdemo release of PARPG in 2009 is not realistic anymore at this point. There is simply too much planned content still missing but we'll try our best to release the techdemo in early 2010; hopefully between late January and early March. I'm sure that's no news but this aspect needs to be underlined again: conten
  15. Note: I've adjusted the contact information in the starting post. Please DO NOT get in contact with me via email or PM if you would like to get involved in PARPG. Personally answering every application turned out to be a lot of stress and as I'm rather busy right now, we have to send you to the introduction board of our forums, where you can get involved in the project. I know it sucks that you have to register there but it turned out to be the only viable solution for us at this point. Application emails have been piling up during busy weeks and I simply didn't have the time to check out
  16. Heya and welcome to yet another PARPG news update. This time the question of the week is: Mirror mirror on the wall, who has the fairest portrait of them all? You decide! To cope with the complexity of creating an entire large-scale game, we've recently agreed to start using Trac and especially its ticket feature for all departments as it turned out to be a great help for our programmers. The programming department established a weekly round table meeting. Feel free to be around, they meet every Saturday, 6PM GMT at the project's IRC channel. Map changing has been finally fixed so
  17. Heya and welcome to yet another PARPG news update. Two weeks have passed since the last regular one and I have to say that they were rather eventful for the development team. Let's jump into the news update right away. Our first press release has been a success and the project got featured in the news section of old school Fallout fansite NMA. Our programmers finally managed to customize the FIFE map editor for our purposes and a first map editor tutorial is in the making. Zenbitz and shevegen stepped up in the meanwhile and have started to flesh out the quests that are planned for our
  18. Just wanted to let you know, that we've recently published a first press release at our blog. The press release basically summarizes the most vital information about the project and is accompanied by a promotion kit that contains selected screenshots, animations, renders and concept art pieces. Check out the press release at our blog.
  19. Heya and welcome to yet another PARPG news update. Sorry for the lack of updates lately but I had to take a break from the project to sort out a bunch of problems in real life. Now I'm finally back, reunited to PARPG. Let's get started right away, the vast majority of the news update will covers our plans for the first public release of PARPG that we hope to ship around the end of the year. We were holding an IRC meeting of the entire development team recently to discuss the plans for our first public release. This update is mainly a rephrased extended version of the meeting notes. If you'
  20. It's time for flash, 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! For the ones who wondered: our SVN directory structure recently changed a bit, so if you got problems checking out the latest files, head over the blog and read about the details. The new programmers on the team are making good progress when it comes to cleaning up the code base and we've agreed upon establishing a so called
  21. 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 n
  22. Heya and welcome to yet another weekly PARPG news update! This time addressing all the doubters! The programming departments' IRC meeting has been postponed but the writing and gameplay department meeting fortunately took place last Friday. We've discussed if you should be allowed to kill children in PARPG and if drugs should play a role in the game. Our artists have been incredibly busy over the course of the last week so can find a couple of new 3d renders as well as concept art drawings in our gallery now! Proposals concerning the state of the game world as well as the what kind of
  23. Heya and welcome to yet another weekly PARPG news update! In case you wondered why the news update is coming so late this time: I took one week off last Monday as I felt a little burned out lately. But now I'm back with recharged batteries to bring you the latest news on the project! The programming department has been busy discussing the future structure of the code and we're currently thinking about ways to utilize the Trac ticket system to cope with the influx of fresh blood lately. Furthermore we're planning to have a first programming department IRC meeting at Monday, 13th of July, 3-
  24. Shares of what? ) This is an open source non-commercial project; so we won't make a buck with the project as it will be a free download. Actually you can already grab what's there from our SVN repository.
  25. 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 othe
×
×
  • Create New...