mvBarracuda
November 2nd, 2009, 06:17 AM
Team name:
PARPG development team.
Project name:
PARPG - post-apocalyptic roleplaying game. It's just a working title at the moment and we can reconsider it later.
Brief description:
I had plans for such a project for quite some time but it was more of a vague idea than anything else. In late January 2009 I decided to start writing down my ideas for the project at a wiki. PARPG will be an old school 2d isometric roleplaying game, inspired by genre classics such as Fallout, Arcanum or Planescape: Torment.
The development team has agreed upon the following key elements:
* Singleplayer RPG. No plans for multiplayer or coop support.
* Post-apocalyptic setting. Story, setting and game mechanics details get fleshed at the moment.
* Written in Python (2.5x branch). Utilizing the FIFE game engine.
* Isometric 2d perspective instead of going for full 3d engine complexity.
* Open source code and asset licensing.
* Open development philosophy. Public development wiki and forums. Anonymous SVN checkout.
* Meaningful choices and consequences. Multiple paths to complete quests, including non-violent ways.
* Tactical, turnbased combat.
* Emphasis on well-written detailed branching tree dialogue.
Target aim:
Open source & non profit. Actual code and content licensing (which open source license to choose) will be discussed among the team.
Compensation:
Although there are no intentions to make monetary profit with the project, there are a bunch of potential reasons for developers to get involved:
* Improving your personal portfolio with the demo version of the game to land a job in the industry. The demo will be a one town / location version of the game. Creating such a demo will be an already quite challenging task and it gives us the chance to test concepts in a smaller scale undertaking first before trying to tackle a full game. A more detailed description of the demo concept can be found at the project wiki.
* Love for old school isometric 2d RPGs.
* Enthusiasm for open source game development.
* Gaining game development experience by working on a team project.
Technology:
Targeted platforms: Linux, Win32. Mac support would be a plus but judging from the project that I worked on in the past, finding a Mac maintainer can be a lot of hassle so supporting Macintosh systems is not a must.
Programming language: Python 2.5x; not all important Python libraries have been ported to Py3k yet so we'll stick to the 2.5 branch for now.
Engine: FIFE. I was personally involved in the FIFE project for three years and although the engine is not feature-complete and development is currently going slow, it might be the best basis that is available for such a project.
Talent needed:
Graphics artist
We're trying to find artists who would like to contribute in one of the following possible fields of work:
* 3d modeling: creating either organic or inorganic 3d models e.g. (non) player characters, items, weapons, etc. Blender would be the prefered tool of choice. A first rendering setup has been created and can be found in our SVN repository now: http://parpg-svn.cvsdude.com/parpg/trunk/media/blender/rendering_setup_01.blend
Team structure:
amo-ej1 - python programmer
barra - public relations, developer recruitment, infrastructure maintenance, project management
kaydeth - python programmer
or1andov - python programmer
sirren - 3d artist (character modeling & animation)
zenbitz - Python programmer; besides his plans to contribute as game programmer, he currently fleshes out the mechanics of PARPG. zenbitz comes from a pen & paper RPG background
Website:
Blog (http://blog.parpg.net)
Forum (http://forums.parpg.net)
Gallery (http://wiki.parpg.net/Gallery) - featuring concept art, renders, screenshots
IRC logs (http://logs.parpg.net)
Subversion repository (http://svn.parpg.net)
Trac - task tracker (http://trac.parpg.net)
Wiki (http://wiki.parpg.net)
Contact:
I prefer contact via email: martin DOT vohland AT googlemail DOT com
Additional information:
Screenshots:
http://wiki.parpg.net/images/thumb/8/83/Screen-2009-10-06-14-12-41.png/500px-Screen-2009-10-06-14-12-41.png (http://wiki.parpg.net/images/8/83/Screen-2009-10-06-14-12-41.png)
Animations: (these GIF versions look a bit odd, but the ingame versions look far better)
http://wiki.parpg.net/images/c/ca/Long_coat_female_run.gif http://wiki.parpg.net/images/6/60/Long_coat_female_pickup.gif http://wiki.parpg.net/images/c/c8/Long_coat_female_stand.gif http://wiki.parpg.net/images/8/83/Long_coat_female_use.gif http://wiki.parpg.net/images/7/7c/Long_coat_female_walk.gif
Concept Art:
http://wiki.parpg.net/images/thumb/d/d1/Rooftop_community2.jpg/500px-Rooftop_community2.jpg (http://wiki.parpg.net/images/d/d1/Rooftop_community2.jpg)
http://wiki.parpg.net/images/thumb/4/4d/Guard-1.png/500px-Guard-1.png (http://wiki.parpg.net/images/4/4d/Guard-1.png)
Render:
http://wiki.parpg.net/images/7/7a/Zimble_walls.png
http://wiki.parpg.net/images/3/3b/JUNKHOUSE.png
Feedback:
Any kind of feedback is appreciated. We're more than willing to learn from any mistake so shoot, we can take it :-)
PARPG development team.
Project name:
PARPG - post-apocalyptic roleplaying game. It's just a working title at the moment and we can reconsider it later.
Brief description:
I had plans for such a project for quite some time but it was more of a vague idea than anything else. In late January 2009 I decided to start writing down my ideas for the project at a wiki. PARPG will be an old school 2d isometric roleplaying game, inspired by genre classics such as Fallout, Arcanum or Planescape: Torment.
The development team has agreed upon the following key elements:
* Singleplayer RPG. No plans for multiplayer or coop support.
* Post-apocalyptic setting. Story, setting and game mechanics details get fleshed at the moment.
* Written in Python (2.5x branch). Utilizing the FIFE game engine.
* Isometric 2d perspective instead of going for full 3d engine complexity.
* Open source code and asset licensing.
* Open development philosophy. Public development wiki and forums. Anonymous SVN checkout.
* Meaningful choices and consequences. Multiple paths to complete quests, including non-violent ways.
* Tactical, turnbased combat.
* Emphasis on well-written detailed branching tree dialogue.
Target aim:
Open source & non profit. Actual code and content licensing (which open source license to choose) will be discussed among the team.
Compensation:
Although there are no intentions to make monetary profit with the project, there are a bunch of potential reasons for developers to get involved:
* Improving your personal portfolio with the demo version of the game to land a job in the industry. The demo will be a one town / location version of the game. Creating such a demo will be an already quite challenging task and it gives us the chance to test concepts in a smaller scale undertaking first before trying to tackle a full game. A more detailed description of the demo concept can be found at the project wiki.
* Love for old school isometric 2d RPGs.
* Enthusiasm for open source game development.
* Gaining game development experience by working on a team project.
Technology:
Targeted platforms: Linux, Win32. Mac support would be a plus but judging from the project that I worked on in the past, finding a Mac maintainer can be a lot of hassle so supporting Macintosh systems is not a must.
Programming language: Python 2.5x; not all important Python libraries have been ported to Py3k yet so we'll stick to the 2.5 branch for now.
Engine: FIFE. I was personally involved in the FIFE project for three years and although the engine is not feature-complete and development is currently going slow, it might be the best basis that is available for such a project.
Talent needed:
Graphics artist
We're trying to find artists who would like to contribute in one of the following possible fields of work:
* 3d modeling: creating either organic or inorganic 3d models e.g. (non) player characters, items, weapons, etc. Blender would be the prefered tool of choice. A first rendering setup has been created and can be found in our SVN repository now: http://parpg-svn.cvsdude.com/parpg/trunk/media/blender/rendering_setup_01.blend
Team structure:
amo-ej1 - python programmer
barra - public relations, developer recruitment, infrastructure maintenance, project management
kaydeth - python programmer
or1andov - python programmer
sirren - 3d artist (character modeling & animation)
zenbitz - Python programmer; besides his plans to contribute as game programmer, he currently fleshes out the mechanics of PARPG. zenbitz comes from a pen & paper RPG background
Website:
Blog (http://blog.parpg.net)
Forum (http://forums.parpg.net)
Gallery (http://wiki.parpg.net/Gallery) - featuring concept art, renders, screenshots
IRC logs (http://logs.parpg.net)
Subversion repository (http://svn.parpg.net)
Trac - task tracker (http://trac.parpg.net)
Wiki (http://wiki.parpg.net)
Contact:
I prefer contact via email: martin DOT vohland AT googlemail DOT com
Additional information:
Screenshots:
http://wiki.parpg.net/images/thumb/8/83/Screen-2009-10-06-14-12-41.png/500px-Screen-2009-10-06-14-12-41.png (http://wiki.parpg.net/images/8/83/Screen-2009-10-06-14-12-41.png)
Animations: (these GIF versions look a bit odd, but the ingame versions look far better)
http://wiki.parpg.net/images/c/ca/Long_coat_female_run.gif http://wiki.parpg.net/images/6/60/Long_coat_female_pickup.gif http://wiki.parpg.net/images/c/c8/Long_coat_female_stand.gif http://wiki.parpg.net/images/8/83/Long_coat_female_use.gif http://wiki.parpg.net/images/7/7c/Long_coat_female_walk.gif
Concept Art:
http://wiki.parpg.net/images/thumb/d/d1/Rooftop_community2.jpg/500px-Rooftop_community2.jpg (http://wiki.parpg.net/images/d/d1/Rooftop_community2.jpg)
http://wiki.parpg.net/images/thumb/4/4d/Guard-1.png/500px-Guard-1.png (http://wiki.parpg.net/images/4/4d/Guard-1.png)
Render:
http://wiki.parpg.net/images/7/7a/Zimble_walls.png
http://wiki.parpg.net/images/3/3b/JUNKHOUSE.png
Feedback:
Any kind of feedback is appreciated. We're more than willing to learn from any mistake so shoot, we can take it :-)