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1  Development / Graphics / Re: Gaspard's in-game portraits on: September 06, 2010, 09:31:17 AM
It's really great to see some of your work again Gaspard. I love the way you paint these. I am currently learning 3d modeling and taking hardcore analytical figure, portraiture and painting classes, so I'll be quiet for a bit longer but in a bit I should be able to contribute a lot more materials, from portraits to models.
2  General Category / General Discussion / Re: How about another meeting? on: June 14, 2010, 01:04:14 AM
hey, sorry I missed the meeting, you can still count me among those still willing to work and promote PARPG. I would've been there but I got confused as to the time conversion.
3  General Category / General Discussion / Re: How about another meeting? on: June 01, 2010, 07:15:48 AM
13th I can do, 12th I probably can't.
4  General Category / General Discussion / Rebooting PARPG- Promotional Materials and Roll-Call on: May 28, 2010, 11:50:05 AM
So if we do go about creating a pack of promotional material to attract a new team as I and QX seem to think might be helpful, what should be in it? Let's take stock of our resources and what would be most useful for attracting newcomers.

Things I can imagine should be included:

Artwork (although not as important as many things, this should potentially be emphasized because people get excited about eyecandy)

Video (I think the Techdemo video would be ideal for this)

Story Arc (Perhaps we can attempt to squeeze out a summary of the best ideas on this topic and leave it open to continued development)

Gameplay (Maybe try to give a bit of what we thought would be interesting about gamplay or what it would be reminiscent of. Zen worked extensively on this previously from what I recall)

Roadmap (Perhaps include where we want to head in the near future?)ts

Music (Include some songs perhaps?)



Also, who is still in, I know some people have gotten quiet, but who's still willing to work on this? Is Zen completely out? Shevy? Is Gaspard out? I'm still in, QX seems in. Who else is in? And how can we get ahold of those who might not be completely unable to continue to participate?
5  General Category / General Discussion / Re: Is everyone okay with announcing PARPG dead and ready for takeover? on: May 28, 2010, 11:03:10 AM
This kind of upsets me. It sucks to think that all the work we did will be for not. If leaving it in a halted state doesn't lead to someone else picking it up, then I don't see how declaring it dead will do anything more than likely mean our work was for nothing. I think we should at least try one last push to drum up interest. I don't know that I could take over for anyone, but I'd definitely be willing to do as much as I could to keep it going. Oh hell, who cares, declare it dead, but I still think that we should put together a packet of materials showing all the work we've done, stick it somewhere, and link the holy hell out of it everywhere. If I knew how to use SVN and knew anything about programming I would offer to take over myself, although I'm not entirely convinced that a "head" is what we need, we just need a team, people who know the project, are working on it, and I think decisions can be made collectively.


As for the packet, if anyone is interested in taking part in this with me, email me at Anok at riseup.net.
6  General Category / General Discussion / Don't want PARPG to die on: May 17, 2010, 07:13:38 AM
I really like the work I and others have done for this game. I think it has the potential to be one of the flagship Open Source games. So my question is, what is still going on, are people still developing at all or has Barras absence completely stopped development?

And next, what can we do to more proactively attract new developers. I'm just a pixel slinger, I know nothing about coding, but I think it could be possible to put together an aesthetically pleasing packet of materials, story synopsis, design ideas, illustrations and an attached copy of the Techdemo. I would be willing to try and rattle cages for more artists and if we had some sort of packet or pitch, perhaps developers in other disciplines could start poking for other more programmers and such.

What can we do to make sure this doesn't just turn into another promising but abandoned project?
7  Development / Graphics / Re: GUI skinning on: February 10, 2010, 07:01:56 AM
Well I know people have been erring away from it, but just in case, I made a soviet themed font with fontstruct a while back which is under a creative commons license.

http://fontstruct.fontshop.com/fontstructions/show/red_menace

just in case anyones interested.
8  Development / Graphics / Re: [Request] World War III images on: January 09, 2010, 12:02:26 PM
I don't know where is proper to post this, but here seems fine I guess. I think a Story Image for an intro would be cool, but I was curious as to how much was going to be revealed about World War 3. I ask because to me, post apocalyptic and near future science fiction and games that have the whole "Here is a date by date listing of everything that led up to the events we are currently showing" thing always seemed really tacky, forced and unnecessary to me. One because you can't ever fit it into prose without it sounding awful, and secondly because I don't know how many of us are trained history or political science professors, but it always seems like wild and unnecessary speculation to guess at who dropped the bombs and for what reasons. Maybe that date by date listing would be useful for us to understand the setting we're framing our stories against, but I think it would be better to be pretty vague about the specifics of how and why the war started, only that it started and who cares why, it wont heat the half rotten food you're trying to force down your throat so you don't see your last miserable night. Am I off base with this?
9  General Category / General Discussion / Re: Mad Max on: January 09, 2010, 11:42:23 AM
yes! I love the Mad Max Trilogy. I think the second is my favorite too, but I still love the third one. Mostly for the tribe of lost children and the spirituality they build around the return of their dead parents. Pretty powerful for some genre fluff if you really think about it. Reading this thread kinda makes me think about how much input the game developers on the personality of the main character. I know that obviously much of it will be up to player choices. But I think there's still a fair bit of influence on the part of the developers as far as what quests and choices the character is presented with, what choices they have to choose from, what the consequences are. I personally like the idea of the choices the character has being between complete neglect and grudging anti heroism a la Mad Max. Maybe allowing the player a chance in some quests to change their minds about the path they take. And doing the right thing should always come at a price. For instance, figuring out who killed the fella shoved in the cistern should have consequences for the character, even if that is just more bodily danger. Anyways, rambling. Man, thinking about beyond the Thunderdome almost makes me wanna join in on the writing for after the techdemo.

P.S. Speaking of Post Apocalyptic fiction (something I'm a big fan of, which is why I'm glad to be working on this game), has anyone watched the series "Jeremiah"? It's really rather good in my opinion. It's post apocalyptic but in a much more personal, and non cliche way than the typical nuclear war thing. (To put it briefly, a virus kills everyone that has gone through puberty, only leaving their children. Most of those children die, and the series take place when the survivors have grown into maturity. It deals a lot with abandonment, loss and what society would be like if it was reset and built upon adolescent impulses.)
10  Development / Graphics / Re: Nice tutorial (from wesnoth) on: January 07, 2010, 11:30:25 PM
yea, I guess it's not that important, but I like portraits and item images because I don't know 3d and I like doing stuff that will be seen in game. I'm useless at environments and there's not much character concept stuff to be done. I should just stop putting it off and learn Blender.
11  Development / Graphics / Re: Nice tutorial (from wesnoth) on: January 07, 2010, 10:21:44 PM
Yea if the PC is gonna be highly customizable then it wouldn't work to have just one portrait. But I don't think it would be that difficult to paint 10 to 15 extra portraits over the course of development for the player to choose from, but I am not really sure to what use those portraits would be put exactly. I'm interested in painting more portraits, but when will you see them at character creation? Maybe during item dialogs? I would just wanna make sure theyd be seen if that much effort were put into them.
12  Development / Graphics / Re: [WIP] In-Game Portraits + feedback and discussion on: January 07, 2010, 08:34:00 AM
Thanks! I actually wasn't intending to name the character. The reference I used was a friend of mine of Polish descent whose real name is Ula. In game she can be called whatever we like, but I figured Ula was as good a filename as any considering it is a northern european name of some sort. I doubt everyone in Finland has Finnish names.
13  Development / Graphics / Re: [WIP] In-Game Portraits + feedback and discussion on: January 04, 2010, 04:32:02 AM
Ma Niity draft. Still gonna mess with it a fair amount, but I thought I'd let people see, and C+C

http://i329.photobucket.com/albums/l375/JustinOperable/MaNiity-1.png
14  Development / Graphics / Re: Nice tutorial (from wesnoth) on: January 04, 2010, 03:10:54 AM
I really like Kittys artwork, and while it's true that reading that tutorial wont teach you how to draw, having a bunch of people that can draw with little direction will not give us a consistent look. I could already draw and paint reasonably well when I read through that tutorial but I learned some techniques, especially in the case of Wesnoth, for coloring linework that allowed me to be create work more consistent with the style that was expected for their portraits. The point of the tutorial is not to teach people how to draw but to lend artists who want to contribute some techniques and a process they can integrate into their own to make work that looks reasonably similar to what we're already creating.

As for color palettes, I think that's a great idea. Gaspard mentioned it before, and I think in another thread we discussed potentially having variations in the color palette from location to location so that each place the character travelled to would feel subtly distinct from the others based on the color choices. Not drastic changes but noticeable ones.
15  Development / Graphics / Re: Nice tutorial (from wesnoth) on: January 03, 2010, 10:57:49 AM
Well I could try to do a tutorial and post it, and Gaspard could add to it as he had time describing some of the stroke and textural techniques he uses. That way we could have something stickied that would help artists do painterly portraits for PARPG. What do folks think?
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