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1  General Category / General Discussion / Re: the state of the project on: September 09, 2011, 05:59:26 AM
1. Get compile instructions up.  Make it easy for new people to get started with a fresh checkout
This should be an absolute priority.  Build instructions should never be out of date.

2. Plan for a new release as soon as possible.
That's new release, not new features.  Make a release with what you have.  Only fix blockers or low hanging fruit.

At this point you'll have more interest in the project.

3. Identify the most critical things required for moving the project forward.  Keep tasks as simple and small as possible.  Find out what is going to be most beneficial to building momentum.  If there's a bottleneck in the pipeline for getting content in to the game, work on that.

4. Prioritize fixing bugs over new features.

2  Development / Writing and Quests / Bicycles on: June 14, 2011, 12:59:02 PM
Just saw a question on reddit: why do post-apocalyptic games always seem to omit the bicycle?  Pretty damned good point.  With transport mediums generally compromised, a good old fashioned piece of basic metal kit such as a bike would be a very useful tool.  Guns work, so surely bikes would too.
3  General Category / General Discussion / Re: Doodles for sprint planning meeting & twice-weekly Scrum meetings on: March 15, 2011, 01:42:50 PM
Isn't Tuesday the 15th (not the 14th)?
4  General Category / General Discussion / Re: Implementing behavior of NPCs fighting (or not) - a random idea on: March 01, 2011, 02:41:57 PM
Scourge1 had really good AI - evenly matched battles were pretty tough.

There's a discussion thread and code (search for 'void Creature::decideAction()').  It is based on a decision matrix.
5  Development / Audio / Re: Two new audio tracks by new composer on: March 01, 2011, 02:01:04 PM
Both are very good tracks.
6  Development / Audio / Re: new draft track, polling if it gets more agreement for combat on: March 01, 2011, 01:56:05 PM
This is vastly better than the other punk rock track.  I'm not a fan of the beat going off, as it does periodically, as I equate combat with a fast (loud, steady) heart beat caused by adrenaline.   Whilst you get crescendos of intensity in an adrenaline fueled situation, it never just 'stops' briefly then restarts.  The beat should not be stop-start like that.  IMHO.
7  Development / Audio / Re: a quicker track, maybe for combat... on: March 01, 2011, 01:53:13 PM
Too chaotic / anarchic.  I know this is a post apocalyptic game in an anarchical policital climate, but the music needs to portray desparation, harshness - the mood of the people - not be pure chaos itself.
8  Development / Graphics / Re: Gaspard's critters (finished stuff in the first post) on: February 09, 2011, 01:03:36 AM
Stunning!  Great artwork.
9  Development / Programming / Re: Proposal: Switch to Git on: January 24, 2011, 09:03:23 PM
Git is good but the benefits of moving to git-based VCS are over-egged.

For a project the size of PARPG, there is nothing between Mercurial and Git, and I'd suggest Mercurial is (despite the protestations of Git users) easier to get to grips with and has better tools on Windows (tortoisehg).

I would consider a hybrid system.  Let the coders use Mercurial and mix and match patches between each other, and then push official updates to the SVN repo.  Then artists can just worry about SVN, the project doesn't have to abandon it's current Trac/SVN setup (if it ain't broke!*) and everybody is happy.

* If it ain't broke, don't fix it!
10  Development / Programming / Re: NWN / BioWare engine on: January 24, 2011, 04:58:14 PM
If you are seriously interested in Bioware's engine (for whaever reason), then you should check out the FOSS reimplementation, GemRB.  It is actively developed and several Bioware games are playable through to finish with GemRB.


Latest status / release notes:
11  Development / Graphics / Re: PARPG needs a mascot, how about PARPG boy? on: January 24, 2011, 03:05:27 PM
I prefer goggles girl myself.
12  Development / Writing and Quests / Re: KB1PKL's Writing Ideas on: January 21, 2011, 06:16:48 PM
I think it's a good notion.  When things get desperate, people often fall back on faith to insane degrees.

Perhaps try and come up with some basic story arcs and example texts mixed with some of Bob's character ideas?
13  General Category / General Discussion / Re: Rebooting PARPG- Promotional Materials and Roll-Call on: June 29, 2010, 02:38:54 PM
One last thing - updated content is reason enough to update a release.  Never hold off on releases because 'Feature X' doesn't work yet.  Major bugs can hold up releases.  Missing features though... just do a release now and a new release when the feature is ready.
14  General Category / General Discussion / Re: Rebooting PARPG- Promotional Materials and Roll-Call on: June 29, 2010, 02:38:01 PM
Programming (of course with cooperation with appropriate department to a particular task) is pretty much 90% of the things that needs to be done before the game will be playable (correct me if I'm wrong with this), and later the proportion changes to 10% of coding and 90% of content creation.
Why not be creating content now, even if it can't yet be used, so that when you get to the point where it is supported, it can be dropped straight into the game?

It's as tough for coders to code around content that is not yet done, just as it is tough for content creators to know specifically how to make content specific enough for the game without the support of the code.  So meet in the middle.
15  General Category / General Discussion / Re: Rebooting PARPG- Promotional Materials and Roll-Call on: June 29, 2010, 02:35:59 PM
Well, i am still here and  if work on PARPG will continue i will continue to. I can't do all programming alone though and thats not only because i don't have much experience.
The important thing is not that you think you can do all the programming or not that you plan to - it's that you keep programming on it.  It pleases me greatly to see your activity.  As long as the project moves forward, no matter how fast it is moving, it greatly increases the chances of new contributors.  People are intrigued by activity.  Even if you are just inching it forward one tiny improvement at a time, it carries great weight in terms of helping the future of PARPG.  Don't worry about having to do everything, you don't.  However don't expect or be dependent upon imminent help either.  Just keep doing what you can do, and things will work out.

Even the most popular projects (Wesnoth, Freeciv, Flightgear etc) went through barren phases where only 1 or 2 people did anything for months, years, before momentum picked up.

The worst possible thing for any open source project is inactivity.  Always have a goal and, even if it's just people writing storyline or creating content/art and updating the website with news, work towards it in whatever way you can.

So... activity on one hand.  On the other, how can you attract the most attention?

Releases.  Releases do not have to be playable.  Tech demo one is not playable, really.  Don't worry about it being a game, if you added a few new features to the tech demo then update the tech demo.  Release early, release often.  The more people can do and see in the tech demo they download, the more likely they are to interact with the community.  Just keep adding to it, but with purpose where possible.  Releases have announcements, which generate news around the Internet, which generates more traffic for your project, and traffic is what brings possible new contributors to the project.

Don't make a new release dependent upon really hard to implement features.  Call tech demo 1 PARPG 0.1, whack an 'alpha' label on the logo, and every time something interesting gets added bump out a new release, 0.1.1, 0.1.2, 0.1.86... let the observing open source community do the rest.  When it gets more playable, bump to 0.2... etc etc.
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