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	<title>FIFE community &#38; development blog &#187; PARPG</title>
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	<link>http://fifengine.net</link>
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		<title>Sprint Post-mortem</title>
		<link>http://blog.parpg.net/2011/04/sprint-post-mortem/</link>
		<comments>http://blog.parpg.net/2011/04/sprint-post-mortem/#comments</comments>
		<pubDate>Mon, 11 Apr 2011 16:53:49 +0000</pubDate>
		<dc:creator>qubodup</dc:creator>
				<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=472</guid>
		<description><![CDATA[More than a month ago the PARPG team ended the 1-month Character Customization Sprint. It was all about designing and implementing character stats and creation. The participants talked about the sprint on chat and in this forum thread but let me sum up the opinions that were expressed (a few contradictions and conflicts of interest [...]]]></description>
			<content:encoded><![CDATA[<p>More than a month ago the PARPG team ended the 1-month Character Customization Sprint. It was all about designing and implementing character stats and creation.</p>
<p>The participants talked about the sprint on chat and in <a href="http://forums.parpg.net/index.php?topic=860">this forum thread</a> but let me sum up the opinions that were expressed (a few contradictions and conflicts of interest ahead <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ):</p>
<p>Positive</p>
<ul>
<li>The sprint was a success</li>
<li>The short, regular meetings (2 per week) were motivating and increased  efficiency</li>
<li>PARPGians are &#8220;<a href="http://www.google.com/images?hl=en&amp;q=fennec&amp;um=1&amp;ie=UTF-8&amp;source=og&amp;sa=N&amp;tab=wi&amp;biw=1101&amp;bih=735">Fennecs</a>&#8220;</li>
<li>Critical code that needed fixing was identified</li>
<li>Trac tickets were helpful for keeping overview</li>
</ul>
<p>Negative/Suggestions</p>
<ul>
<li>There were bottlenecks between departments &#8211; department-specific sprints could work better?</li>
<li>Sprint target (character customization) has little importance for gameplay in early versions of PARPG &#8211; figure out higher-priority targets?</li>
<li>Sprints should be shorter / contain less tasks</li>
<li>More small (non-[epic] user story) tickets would have been helpful &#8211; somebody responsability for writing new tickets needs to be defined</li>
<li>Subversion is hard to work with using a clean development style</li>
</ul>
<p style="text-align: center;"><a href="http://parpg-trac.cvsdude.com/parpg/depgraph/264/depgraph.png"><img class="aligncenter" src="http://parpg-trac.cvsdude.com/parpg/depgraph/264/depgraph.png" alt="Dependency Graph for Ticket #264 (Character customization based on stats and attributes)" width="576" height="508" /></a><br />
<a href="http://parpg-trac.cvsdude.com/parpg/depgraph/264">Dependency Graph for Ticket #264 (Character customization based on stats and attributes)</a> Everybody likes pictures! <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Notebook Inventory &amp; Character Creation/View Mockups</title>
		<link>http://blog.parpg.net/2011/02/notebook-inventory-character-creationview-mockups/</link>
		<comments>http://blog.parpg.net/2011/02/notebook-inventory-character-creationview-mockups/#comments</comments>
		<pubDate>Sat, 12 Feb 2011 15:04:44 +0000</pubDate>
		<dc:creator>qubodup</dc:creator>
				<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=455</guid>
		<description><![CDATA[I want to show you some of the mockups we made! Inventory Mockup by qubodup from January (tabs added yesterday) Inventory Mockup by Q_x from January See this thread for more details. A week ago the sprint started and so far my feeling is: awesome! We&#8217;re all working towards finishing a feature of the game [...]]]></description>
			<content:encoded><![CDATA[<p>I want to show you some of the mockups we made!</p>
<p><a href="http://wiki.parpg.net/File%3AParpg-mockups-invEqipt-mouseHoverTrue.jpg"><img alt="" src="http://wiki.parpg.net/images/thumb/3/32/Parpg-mockups-invEqipt-mouseHoverTrue.jpg/640px-Parpg-mockups-invEqipt-mouseHoverTrue.jpg" title="Inventory PARPG Mockup" class="alignnone" width="640" height="447" /></a><br />
Inventory Mockup by qubodup from January (tabs added yesterday)<br />
<a href="http://wiki.parpg.net/File%3AQ_x-Notebook_with_inventory_and_snowman.jpg"><img alt="" src="http://wiki.parpg.net/images/thumb/6/6e/Q_x-Notebook_with_inventory_and_snowman.jpg/640px-Q_x-Notebook_with_inventory_and_snowman.jpg" title="Inventory Mockup with Snowman" class="alignnone" width="640" height="447" /></a><br />
Inventory Mockup by Q_x from January</p>
<p>See <a href="http://forums.parpg.net/index.php?topic=413.msg8494#msg8494">this thread</a> for more details.</p>
<p>A week ago the sprint started and so far my feeling is: awesome! We&#8217;re all working towards finishing a feature of the game in parallel! But I&#8217;ll save it for the sprint postmortem. <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Let me show you this week&#8217;s mockup progress:</p>
<p><a href="http://wiki.parpg.net/File%3AQubodup-Mockup-char_creation_1-1.jpg"><img alt="" src="http://wiki.parpg.net/images/thumb/2/2d/Qubodup-Mockup-char_creation_1-1.jpg/640px-Qubodup-Mockup-char_creation_1-1.jpg" title="Character Creation Mockup for PARPG" class="alignnone" width="640" height="480" /></a><br />
<a href="http://wiki.parpg.net/File%3AParpg-mockups-charScreen.jpg"><img alt="" src="http://wiki.parpg.net/images/thumb/b/b4/Parpg-mockups-charScreen.jpg/640px-Parpg-mockups-charScreen.jpg" title="PARPG Char View Mockup" class="alignnone" width="640" height="480" /></a><br />
Mockups by qubodup from the past week</p>
<p>What&#8217;s amazing is how much artist effort goes into one mockup image. Check out the <a href="http://parpg-trac.cvsdude.com/parpg/browser/branches/active/character_customization/game/gui/mockups/mockups.license">attribution file</a> to see a list of all authors that made art used in these images.</p>
<p>Hopefully, we&#8217;ll manage to implement character creation into the game soon!</p>
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		<title>PARPG goes Agile</title>
		<link>http://blog.parpg.net/2011/01/parpg-goes-agile/</link>
		<comments>http://blog.parpg.net/2011/01/parpg-goes-agile/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 18:30:03 +0000</pubDate>
		<dc:creator>mvBarracuda</dc:creator>
				<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=445</guid>
		<description><![CDATA[Heya and welcome to a short PARPG news update. Agile &#038; Scrum If you&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[Heya and welcome to a short PARPG news update.
<h3>Agile &amp; Scrum</h3>
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:
<ul>
	<li>Lack of focus on actual development goals</li>
	<li>Lack of agreed upon development guidelines and processes</li>
	<li>Lack of communication and coordination between the different development departments</li>
</ul>
After <strong>qubodup</strong> recommended a <a href="http://www.amazon.com/Agile-Development-Scrum-Addison-Wesley-Signature/dp/0321618521/ref=sr_1_1?ie=UTF8&amp;s=books&amp;%23038;qid=1292281162&amp;%23038;sr=8-1">Scrum book</a> to me, I checked it out over the last year’s Christmas holidays. I started to realize that Scrum could help us to stay focused, have an agreed upon process and ensure that developers actually communicate with each other.

Unfortunately I’m somewhat short of time and can’t go into detail, but if you would like to know more about Scrum, Agile and how we’ll utilize it in the future, feel free to check out the <a href="http://wiki.parpg.net/Category%3AAgile">Agile article series</a> at our wiki.
<h3>Sprint prioritization meeting</h3>
As part of going Agile, we’ll have our first sprint prioritization meeting at Friday, 4th of February, 11PM UTC±0 at our new sprint IRC channel <a href="http://wiki.parpg.net/Sprint_communication#Sprint_IRC_channel">#parpg-sprint</a>. The channel will be used for strict on topic sprint discussion in the future. If community members would like to attend the sprint prioritization meeting, they’re welcome to do so. This said: discussion will be restricted to PARPG developers to keep the meeting as productive as possible.
<h3>Agile articles</h3>
All developers who participate in the meeting are encouraged to check out at least these three articles to be prepared for the meeting:
<ul>
	<li><a href="http://wiki.parpg.net/Agile_philosophy">Agile philosophy</a></li>
	<li><a href="http://wiki.parpg.net/Sprint_meetings#Why_have_sprint_meetings.3F">Sprint prioritization meetings</a></li>
	<li><a href="http://wiki.parpg.net/Agile%3AGlossary">Agile glossary</a></li>
</ul>
This said: the other <a href="http://wiki.parpg.net/Category%3AAgile">Agile articles</a> at the wiki are good reads to get started as well, so if you got some more time on your hands, feel free to check them out.
<h3>Concept art sneak peek</h3>
As we subscribe to the philosophy, that a news update without some fancy to look at isn’t a good news update, there you go. <strong>Gaspard</strong> worked on some environment concept art:
<a href="http://wiki.parpg.net/images/8/8a/Safe_haven.png"><img src="http://wiki.parpg.net/images/thumb/8/8a/Safe_haven.png/500px-Safe_haven.png" alt="Environment concept art by Gaspard" /></a>

See you at the next PARPG news update, scheduled for mid February. The next news update will cover how the writer application process turned out!]]></content:encoded>
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		<title>Fixed PARPG Techdemo 1 Win32 installer</title>
		<link>http://blog.parpg.net/2011/01/fixed-parpg-techdemo-1-win32-installer/</link>
		<comments>http://blog.parpg.net/2011/01/fixed-parpg-techdemo-1-win32-installer/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 03:39:47 +0000</pubDate>
		<dc:creator>mvBarracuda</dc:creator>
				<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=435</guid>
		<description><![CDATA[We were informed today that PARPG&#8217;s Techdemo 1 installer for Win32 is actually broken. We did some research on the topic and it became clear that the problem is caused by ActivePython. The download URL for the ActivePython installer is hardcoded into the PARPG Techdemo 1 installer. As the ActivePython developers moved around some files [...]]]></description>
			<content:encoded><![CDATA[<p>We were informed today that PARPG&#8217;s Techdemo 1 installer for Win32 is actually broken. We did some research on the topic and it became clear that the problem is caused by ActivePython. The download URL for the ActivePython installer is hardcoded into the PARPG Techdemo 1 installer. As the ActivePython developers moved around some files on their server lately, the old ActivePython installer can&#8217;t be downloaded anymore and therefore PARPG can&#8217;t be successfully installed unless you untick the ActivePython box.</p>
<p>We decided to address this problem right away and compiled a fixed installer that contains a working ActivePython URL. You can download the updated installer here: <a href="http://sourceforge.net/projects/parpg/files/techdemo1/parpg_td1_r522_win32.exe/download">Updated PARPG Techdemo 1 installer</a></p>
<p>We recently overhauled our download article at the wiki as well. Setup instructions how to install the updated PARPG techdemo 1 installer on Win32 can be found here: <a href="http://wiki.parpg.net/Install_Techdemo_1_on_Windows">How to install PARPG Techdemo 1 on Windows</a></p>
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		<title>Writer application process</title>
		<link>http://blog.parpg.net/2011/01/writer-application-process/</link>
		<comments>http://blog.parpg.net/2011/01/writer-application-process/#comments</comments>
		<pubDate>Sun, 16 Jan 2011 19:10:42 +0000</pubDate>
		<dc:creator>mvBarracuda</dc:creator>
				<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=430</guid>
		<description><![CDATA[Heya and welcome to another PARPG news update Writer application process 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 [...]]]></description>
			<content:encoded><![CDATA[<p>Heya and welcome to another PARPG news update <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<h3>Writer application process</h3>
<p>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.</p>
<p>A formal work sample will tell us nothing about the communication skills of a writer. Furthermore a work sample doesn&#8217;t really give us any idea how well (s)he can adopt established workflows or if (s)he&#8217;s interested in actually helping out with defining these writing workflows/guidelines.</p>
<p>Therefore we decided to invite every interested writer to spend the next four weeks with us working on the game. Writers will brainstorm with the other developers. We will develope a creative vision for the writing department together. You have the chance to contribute with your creativity by fleshing out new writing content (as <i>proposals</i>) or reviewing existing content and revising it with the other developers.</p>
<p>If you&#8217;re interested in contributing to the project as writer, please check this article at the wiki where all the details of the process are covered: <a href="http://wiki.parpg.net/Writer_application">Writer application process</a></p>
<p>Next news update scheduled for early February. We can hopefully tell you by then how the writer application process worked out <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>O Lead Writer, Where Art Thou?</title>
		<link>http://blog.parpg.net/2011/01/o-lead-writer-where-art-thou/</link>
		<comments>http://blog.parpg.net/2011/01/o-lead-writer-where-art-thou/#comments</comments>
		<pubDate>Sat, 08 Jan 2011 15:44:00 +0000</pubDate>
		<dc:creator>mvBarracuda</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=425</guid>
		<description><![CDATA[Heya and welcome to yet another PARPG news update! This is the first news update in about 5 weeks, so you must be asking yourself if we have been rather lazy lately. The good news is we haven&#8217;t We have actually been that busy that we didn&#8217;t find the time to write a news update. [...]]]></description>
			<content:encoded><![CDATA[<p>Heya and welcome to yet another PARPG news update!</p>
<p>This is the first news update in about 5 weeks, so you must be asking yourself if we have been rather lazy lately. The good news is we haven&#8217;t <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  We have actually been that busy that we didn&#8217;t find the time to write a news update. But now I finally found the time (and motivation) to sit down and write this damn news update. So without further ado: here&#8217;s your monthly dose of awesome PARPG news!</p>
<h3>PARPG looking for a lead writer</h3>
<p>PARPG is now actively looking for a lead writer. In a nutshell: our past writing efforts never took off in a consistent and structured way. When the project started, we&#8217;ve agreed upon some basic setting guidelines and wanted to leave the rest to the to be found writers. Unfortunately that process didn&#8217;t work out well in reality. Interested writers in the past mostly focused on fleshing out NPCs or proposed potential storylines for the game. At the same time, no writer was really willing to commit to fleshing out setting elements and what kind of writing themes would be worth exploring in the game. So now we&#8217;ve got loads of writing ideas (TM) sitting in the wiki but there is almost no consistency to them. Therefore we have decided to tackle the problem from a slighty different angle than in the past.</p>
<p>We&#8217;re looking for a lead writer who would be willing to commit to the more substantial parts of the writing process. We&#8217;re looking for somebody who is not afraid of making decisions in the fields of setting, themes to explore and storyline of the game. Obviously somebody who is familiar with the post-apocalypse genre would be strongly prefered. </p>
<p>If you&#8217;re interested in the details, check out the detailed <a href="http://wiki.parpg.net/Finding_a_lead_writer">lead writer advert</a> at the wiki!</p>
<h3>New wiki content license</h3>
<p>Related to our new writing efforts: we&#8217;ve switched the license of our wiki content. In the past we have been using GDFL, we&#8217;ve recently switched to CC 3.0 BY-SA. The main reason is that writing content will mostly reside at the wiki first, so it makes sense that wiki writing content and ingame writing content are published under the same license. If you&#8217;re interested in the details, check out updated license article at the wiki: <a href="http://wiki.parpg.net/License">http://wiki.parpg.net/License</a></p>
<p>In case you want to license your former wiki contributions differently, please let us know <a href="http://forums.parpg.net/index.php?topic=770.0">at the forums</a>.</p>
<h3>GUI progess</h3>
<p>We&#8217;ve spent a lot of time over the last weeks to flesh out how our GUI should actually work. To cover all details here would be overkill, so I&#8217;ll cheat and simply send you to the forums for details. Check out <a href="http://forums.parpg.net/index.php?topic=413.msg8430#msg8430">this thread</a> where GUI discussion is still ongoing.</p>
<h3>Updated portraits</h3>
<p>Our favourite art-producing husky has done it again. Gaspard has updated some of his prior portraits recently, so enjoy:<br />
Hoardir:<br />
<a href="http://wiki.parpg.net/images/d/d0/Hoadir_new.png"><img src="http://wiki.parpg.net/images/thumb/d/d0/Hoadir_new.png/489px-Hoadir_new.png" alt="Hoadir updated" /></a></p>
<p>Jacob:<br />
<a href="http://wiki.parpg.net/images/a/a8/Jacob_new.png"><img src="http://wiki.parpg.net/images/thumb/a/a8/Jacob_new.png/492px-Jacob_new.png" alt="Jacob updated" /></a></p>
<p>Synnove:<br />
<a href="http://wiki.parpg.net/images/1/1e/Synnove_new.png"><img src="http://wiki.parpg.net/images/thumb/1/1e/Synnove_new.png/484px-Synnove_new.png" alt="Synnove updated" /></a></p>
<h3>Massive project documentation update</h3>
<p>The main reason why I&#8217;ve been incredibly busy lately, is that I gave our project documentation at the wiki a major overhaul. Workflows have been fleshed out, departments have a new structure, content has been categorized. This was a massive undertaking and is still ongoing. But it was really necessary because some departments were and are still in pretty bad shape. Categorizing all the existing writing content was essential as you can&#8217;t expect that interested writers wade through dozens of outdated articles without any indication what these articles are about.</p>
<p>As project management work is usually not considered to be the epitome of excitement, I won&#8217;t go into lenghty details. If you&#8217;re a sucker for project management and would like to learn from our mistakes, check out this article: <a href="http://wiki.parpg.net/How_to_manage_your_department">http://wiki.parpg.net/How_to_manage_your_department</a></p>
<p>That&#8217;s all for today, next news update scheduled for February <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>PARPG picnic massacre blues</title>
		<link>http://blog.parpg.net/2010/11/parpg-picnic-massacre-blues/</link>
		<comments>http://blog.parpg.net/2010/11/parpg-picnic-massacre-blues/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 10:37:49 +0000</pubDate>
		<dc:creator>mvBarracuda</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=414</guid>
		<description><![CDATA[Heya and welcome to yet another PARPG news update! There&#8217;s quite some news to report, so let&#8217;s get started. New Python programmer on the team We were looking for a new experienced Python programmer for PARPG, to get the project back on track. And well, we found one We&#8217;re glad to welcome Technomage on the [...]]]></description>
			<content:encoded><![CDATA[<p>Heya and welcome to yet another PARPG news update! There&#8217;s quite some news to report, so let&#8217;s get started.</p>
<h3>New Python programmer on the team</h3>
<p>We were looking for a new experienced Python programmer for PARPG, to get the project back on track. And well, we found one <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  We&#8217;re glad to welcome <strong>Technomage</strong> on the team who already got his hands quite dirty on a bunch different tasks.</p>
<h3>Plans for techdemo 2 fleshed out</h3>
<p>As pointed out in the last community update in early November: we decided to limit the scope of techdemo 2 in terms of features to get the release out in a reasonable timespan.</p>
<p>There will be two main objectives for techdemo 2:</p>
<ol>
<li>Document the current dialogue engine and extend / modify it to ease future maintenance and working with it</li>
<li>Implement basic support for character stats and character descriptions</li>
</ol>
<p>Technomage already took care of the first task and <a href="http://wiki.parpg.net/Proposal%3ADialogue_Engine#Analysis_of_Current_DialogueEngine_Implementation">documented the old dialogue engine</a> at the wiki. Furthermore he even compiled a <a href="http://wiki.parpg.net/Proposal%3ADialogue_Engine#Proposed_Changes">list of proposed changes to the dialogue engine</a> that have been already partially implemented and commited to our SVN repository. There are still some bits and pieces missing, but the dialogue engine rewrite is on a good way <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>After all planned dialogue engine changes will be implemented, we&#8217;ll look into implementing basic support for <a href="http://wiki.parpg.net/Proposals%3ACharacter_generation_and_stats#Character_Description">character descriptions</a> and <a href="http://wiki.parpg.net/Proposals%3ACharacter_generation_and_stats#Primary_Stats">primary character stats</a>. We&#8217;re not sure at this point if the techdemo 2 release will feature a GUI for these stats, but there will be at least an (ingame console) interface to query, modify and write this data to disk.</p>
<h3>Switching to git in discussion</h3>
<p>We&#8217;re currently discussing the pros and cons of switching to a distributed version control system among the team. Git would be pretty much the first choice for such a system but there are some roadblocks left that we&#8217;ll need to clear before actually switching. Right now there seems to be no host who offers free of charge git hosting plus Trac integration for it for open source projects. As we use Trac for milestone planning, tickets and a couple of other of its features, Trac integration for git would be pretty much essential to us.</p>
<p>Anyway, if you&#8217;re interested in the details or even want to contribute to the ongoing discussion, head over to our <a href="http://forums.parpg.net/index.php?topic=756">forums</a> where the topic is currently hotly debated.</p>
<h3>Notebook GUI concept</h3>
<p>As it&#8217;s often said: &#8220;pictures or it didn&#8217;t happen&#8221;. We agree that every community update at the blog should come with something fancy to look at, so there you go. Graphics artist <strong>Q_x</strong> started to work on a notebook-style GUI mockup for PARPG that will likely be used as graphical foundation for a couple of different features: character stats, journal, list of quests, etc.</p>
<p>Here&#8217;s the mockup for the character description and primary stats of the player character:<br />
<a href="http://wiki.parpg.net/images/a/a9/Notebookstats.png"><img src="http://wiki.parpg.net/images/thumb/a/a9/Notebookstats.png/500px-Notebookstats.png" alt="Notebook GUI mockup" /></a></p>
<p>If you want to provide feedback on the notebook GUI mockup, feel free to do so at <a href="http://forums.parpg.net/index.php?topic=749.0">our forums</a>. Anyway, that&#8217;s all for today. Next news update scheduled for mid December; prolly shortly before Christmas <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>The PARPG revival experience</title>
		<link>http://blog.parpg.net/2010/11/the-parpg-revival-experience/</link>
		<comments>http://blog.parpg.net/2010/11/the-parpg-revival-experience/#comments</comments>
		<pubDate>Thu, 04 Nov 2010 21:50:33 +0000</pubDate>
		<dc:creator>mvBarracuda</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=401</guid>
		<description><![CDATA[Heya community Long time no see The reason why I&#8217;m posting again is to report that I&#8217;ve decided to try to help to get the project back on track. I&#8217;m still sorting out my study-related problems, but things are at least on its way now so I feel more comfortable to invest at least a [...]]]></description>
			<content:encoded><![CDATA[<p>Heya community <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  Long time no see</p>
<p>The reason why I&#8217;m posting again is to report that I&#8217;ve decided to try to help to get the project back on track. I&#8217;m still sorting out my study-related problems, but things are at least on its way now so I feel more comfortable to invest at least a certain amount of time into PARPG, whenever possible.</p>
<p>As you may or not may know: I stepped down in March after techdemo 1 had been shipped to focus on my studies. Unfortunately I wasn&#8217;t able to find a new project manager for PARPG in the next weeks. While the developers who were left gave their best to move forward with the project, problems arose nevertheless and the project fell at least partially apart :-/</p>
<p>The devs who are left (Q_x, Beliar and I) discussed how to move forward with PARPG today and we decided to give the project another try with a change in scope. We&#8217;ll be focusing on the programming side of things for now until we&#8217;ve shipped a second techdemo. The reason for this is rather simple: there aren&#8217;t many developers left at this point and coordinating the work of all departments was quite complicated in the past.</p>
<p>So here&#8217;s the plan for now: we&#8217;ll try to get a new experienced Python programmer on board to help us in this field. While Beliar did a great job to extend PARPG in some fields, it&#8217;s simply too much work for a single programmer. We&#8217;re looking for somebody who either already has prior experience working on team projects (open source or not) or extensive solo Python programming experience. Basically someone who could provide guidance in the field due his experience. We&#8217;ve posted help wanted adverts at <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=586838">gamedev.net</a> and <a href="https://sourceforge.net/people/viewjob.php?group_id=271781&#038;job_id=35521">sourceforge.net</a> today, so hopefully somebody willing to contribute will spot these adverts <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Furthermore we decided to limit the scope of techdemo 2. The second techdemo will only feature an overhauled dialogue engine and an implementation of basic primary stats for player and non-player characters. We don&#8217;t plan to add any new content for the upcoming techdemo releases besides (placeholder) art that is needed for the visualization of new features, e.g. for the dialogue engine or the primary stats of (N)PCs.</p>
<p>That&#8217;s basically all to report at this point. I plan to keep you updated about our progress (or lack thereof) trying to revive the project at least once a month here at the blog. In case you&#8217;re a Python programmer and would like to help us getting things rolling again, please don&#8217;t hesitate to get in contact with us.</p>
<p>The best way to reach us is to visit our IRC channel: #parpg, at irc.freenode.net. If you don&#8217;t have access to an IRC client at this point you can simply click on this link to join the channel in your web browser: <a href="http://irc.parpg.net">join #parpg in your web browser</a>.</p>
<p>That&#8217;s all for today, see you in December with an update concerning our efforts trying to find a new programmer.</p>
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		<title>No revolution is going to happen at any time soon? (now with the stamp on our logo)</title>
		<link>http://blog.parpg.net/2010/10/no-revolution-is-going-to-happen-at-any-time-soon-now-with-the-stamp-on-our-logo/</link>
		<comments>http://blog.parpg.net/2010/10/no-revolution-is-going-to-happen-at-any-time-soon-now-with-the-stamp-on-our-logo/#comments</comments>
		<pubDate>Mon, 18 Oct 2010 11:30:31 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=391</guid>
		<description><![CDATA[Its been a while since we had our last update here. But don&#8217;t worry, we are alive. We have had some serious writing attempt, it looks promising, but Humi, the author, seems to be missing. Also there has been some refactoring done by Beliar, he is also keeping our game rolling against the freshest FIFE engine. [...]]]></description>
			<content:encoded><![CDATA[<div>Its been a while since we had our last update here. But don&#8217;t worry, we are alive.</div>
<div>We have had some serious writing attempt, it looks promising, but Humi, the author, seems to be missing. Also there has been some refactoring done by Beliar, he is also keeping our game rolling against the freshest FIFE engine. We have discussed how the HUD should look like too.</div>
<div>People come, people go, seems like its the way, that whole FLOSS takes in this heavy times. And, ironically, we need most what seems to be the easiest thing imaginable: simple quests, easy (startup) mechanics, dialogues, and some advertisement too.</div>
<div>I have this little &#8220;please&#8221; to you, dear reader. Barra, our former headmaster (and our guardian angel now) has been doing a marvelous job with advertising the project wherever possible. As much, as we personally missing his cheerful personality, the project misses his hard work we are unable to follow. If you are participating into some kind of community related to anything like creation of pen-and-paper RPG or making computer games, could you, please, give your mates a signal that we are alive and kicking, and we simply want to push the project forward as fast, as possible? That alone would help us a lot. And we will have a warm hug to any helpful soul landing here to help us to tackle this huge and ambitious project forward.</div>
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		<title>Fast forward</title>
		<link>http://blog.parpg.net/2010/08/fast-forward/</link>
		<comments>http://blog.parpg.net/2010/08/fast-forward/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 05:46:17 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[PARPG]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=386</guid>
		<description><![CDATA[We have some happy things to announce! I don&#8217;t even know when to post this entry, looks like every day something important happens If you are curious, we have hit our 650-th code commit. The development is really fast this days. We are working to have really easy and rich interface for a player to [...]]]></description>
			<content:encoded><![CDATA[<div>We have some happy things to announce! I don&#8217;t even know when to post this entry, looks like every day something important happens <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
If you are curious, we have hit our 650-th code commit. The development is really fast this days.<br />
We are working to have really easy and rich interface for a player to interact with. Vaporice fixed our internal console so that it accepts pythonic input, and Domtron Vox provided scrolling map with a mouse (plus using some fancy cursors) instead of binding the camera to the character, like it was before. And thanks to Beliar we finally have a really nice game menu, and after a long time, player is finally able to solve the beer quest! (its more than a simple quest &#8211; the result varies, depending on the quality of the resources used when brewing the beer)<br />
We are still working on many essential features, it is quite normal state of things when starting. But really having this game both basically playable and good looking (maybe even ready for building a part of an actual content, who knows&#8230;) is a step that proves the philosophy of the project works as expected.<br />
Starting an adventure in the Graphics Department should be less confusing for all the new artists, hopefully. From managing and coordinating a host of scattered ToDo lists, we switched to working mainly with the tickets. There has been also a small cleanup made in the docs, so that all the important things are now in the wiki.  Learning and searching for something interesting to do should be really easy now. We are also willing to make inter-department work easier, mostly between the writers and graphics department to produce high quality artwork.<br />
Any plans for the nearest future, you may ask? Well, we are preparing for a major step in the code development &#8211; implementing of the RPG mechanics. <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  And what is going on in the Graphics Department? Well, strangely enough, Q_x announced he will make a prototype of a novel music playback engine, that will change the uninterrupted playback accordingly to what is going on inside the game.<br />
As always we&#8217;re waiting with our arms wide open for as many new crew members, as our forums and IRC channel can handle. Dear reader, if you think this is a good idea to have a game like this &#8211; it looks like we need some help really badly now. And if you want to help this project to become a part of our common reality, be prepared for a really cheerful welcome <img src='http://blog.parpg.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </div>
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