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1  General Category / General Discussion / Re: Status of all things PARPG? on: May 07, 2012, 08:24:16 AM
Hmm. #parpg has been fairly quiet the last days. Mostly only Beliar comes and does things. Sometimes barra, and sho* something (forgot his name)... Have not seen Q_x since quite some time Sad

I am not sure how much longer PARPG will exist as-is. I myself think we should not wait until the end of year, I don't think we can revitalize the project as is. I'll probably take the snowman icon and put snow around it, to show that PARPG is half-frozen hehehe, at least the PARPG version we used to know!

I myself will, after PARPG in the current form no longer exists, move to #fife. And see where I can contribute.

Beliar seems to continue to work on his codebase. I am not sure what kind of plans he has, it would be great to see him continue with his vision of a game. Smiley Perhaps he will use another IRC channel one day? I'd say we should slowly give up #parpg perhaps in case there will be a follow up project.

Mostly, this note here is about that, if you don't see me on #parpg anymore (I am still there for a longer while though), I will surely be on #fife.
2  General Category / General Discussion / Re: Fallout for free on: April 14, 2012, 06:46:07 PM
Cool ... good old games Smiley
3  General Category / General Discussion / Re: Status of all things PARPG? on: April 14, 2012, 06:45:36 PM
Hi Knitters,

I think you were on IRC.

I am usually on IRC, much more so than the forum.

As for the question, I think your observation was correct.

A lot of the wiki documentation was work in progress.

I also think it was too disorganized taken together. It is not easy to coordinate a project.

So, how is the project going really? Who is working on it and what is the status of the restructuring?

I think Beliar is doing the most changes by far.

I also think that PARPG in its current form has no real future. We just don't seem able to continue in a way that we could say we will have a finished game one day. PARPG was probably too much work for our available coders.

- Is the project really going to be shutdown?

I think the project in its current form will be shut down.

Hopefully we will be able to save some things, either subprojects, or try to help somewhere else.

For me, I decided to try my luck in FIFE, in case PARPG is gone. I think when I will know more
about FIFE it will help no matter which game we'll do (if we decided to make a game like PARPG)

And besides, if FIFE gets better, perhaps making games like PARPG will be easier.

- Is moving to Git anywhere in the plans, or to another hosting provider? And why haven't Sourceforge been considered (I've read someplace that Github didn't provide a ticket system that could be used...) ?

Dont know any of that. Github is GREAT, it has an issue tracker. I always was a fan of using github + git.
I am not sure if anyone else thought this to be a great idea. I myself dont like Assembla much, I find
it hard to use, not that much fun.

- What projects exist around PAPRG (is there any editor for maps/objects)?

I think arikel has his project, Beliar is working on something else. No idea if anyone else is
working on anything.

Going back to the documentation, I'm all for the use of agile processes, but reading on the all process you use I keep feeling there are some "bureaucracy" overhead and the all thing is less than agile.

Can't tell you what happened there either, as I was not active during that time.

You will have to ask the people who were active back then.

In my opinion, working on quests was the best work we could do.

I think we should have continued that, every 2-4 weeks add one quest, analyze
problems, and move to github too. Then continuing may have been better - or
not, it is hard to say. Smiley

4  General Category / General Discussion / Todo List for "final" release on: February 17, 2012, 09:33:31 PM
Not sure if we manage to make any of that but here a list of things that we should try to tackle:

  - add ability to build snowman in the game

  - add fighting (keep it simple at first. May need animation of one "monster")
5  General Category / General Discussion / Re: General direction before "the end" on: February 17, 2012, 02:43:49 PM
We have plenty of time to finish with lengthy explanations of what failed.

My idea is to make one final effort anyway. Then afterwards we can see whether we have enough people to continue, and even if not, to have a final release (and a final theme too).

Second question is what parts of the big thing should be trimmed down to produce a playable game ASAP?

I don't know either but if I have to name one feature, it would be fighting. We should have a very simple fighting system in place. We could use what everyone else uses too, XP (Experience points) and levels. While it is not the most realistic way, it can be fun to scavenge for XP, and it would be better than the current state of the game. And I think we could easily reach that too, before "final day".

I'd also like to rally and focus EVERYONE on ONE quest. I think the two starting quests worked nicely in the past, lots of different people contributed.

We might as well use the release to regroup and start to build lacking infrastructure without the bloats and caveats that were holding us down.

Yes, but I think we need to focus a lot more, rebrand the game, put a focus. I think the code of the game should be the main focus for everyone, even if they are not coders. Just so that they get the general "feel" of how things progress.

Docs will easily follow, they are easier than code.

I'll be missing the blog, the wiki and the forums mostly.

Yup, forum was fun. Wiki too, using mediawiki. What I disliked was that these two were somewhat disconnected.
It makes it hard to know what is current, and what is outdated. I think t here should have been regular checks, and throw away what is too old. Legacy is a bad thing IMHO.

Not sure about where to host all those things, images from the wiki are probably the heaviest. (Not sure about what Arx people are going to do.)

I guess the code logic can be easily hosted on a github repository too.

I'm not really sure how to replace the blog, but we could introduce a mailinglists instead of the forums

Hmm, mailing list is bad ... I can't cope with them.

Trac would probably contribute to "why we've fail" part, dunno if we should keep the tickets, but it's not me to decide.

I'd say to get rid of it. Trac is nice, but we have too many tickets and not enough coders. We need to more rapidly decide on tickets. If tickets are too old, I think they should be closed. Sounds harsh but I think this is better than 3 years old ticket noone will bother to close.

In the end - well, let's get loud this one time!


6  General Category / Meetings / Meeting Proposal - Sat 25. Februar 2012 OR the Saturday afterwards (or Friday? on: February 17, 2012, 01:35:28 PM

I think we should have a meeting soon.

Please state which day you would prefer.

Also, even if you can not attend, get your your opinion into the pot please. Especially as for the future and shape of the project.

We need to decide on a few answers to questions. (I'll compile a list of questions eventually.)

On my list of important topics:

- Rebranding of the project. I suggest a new logo, a new colour theme (and make it consistent across the whole project). Updating the wiki (content that is no longer true, gets corrected, or removed.)

- A reachable goal - both a goal for the project in itself, but also goal for within the actual GAME. Q_x mentioned one thing we lack, which is fighting. Fighting is important for quests that are violent. So we need to decide what we lack here.
7  General Category / General Discussion / Meeting on: February 17, 2012, 01:33:10 PM

I think we should have a meeting within 2 weeks. Ideally next weekend, or the weekend after that.

If you can't attend that is fine, but have a look at the forum and help discuss some things please.

Especially get your opinion into the pot!
8  General Category / General Discussion / Re: What will be a blog post on: February 16, 2012, 07:53:59 PM
we've tried to bite off more than we could chew; the aim to create a full scale RPG similar to Fallout was simply too ambitious.

Probably harsh but true.

It is actually my honest opinion that this project will never come close to what I originally had in mind. That's not a problem itself. It might be wise to think about the aims of the project again and redefine what you're trying to achieve.

I think in theory it could work if we'd have enough people who can contribute. But this is probably hard to achieve. We'd need much more recruiting again. We need more concentrated efforts to continue to hack on the code base and expand.

Anyway, I'll pay for the hosting of PARPG until the end of 2012. I can provide mysql dumps and a complete filesystem dump in case you want to continue development in 2013 and want to move the website/forums/wiki elsewhere.

I suppose the biggest question is if we think we'll be able to push the game into a state where it can continue to evolve.

Right now I think things are in too much disarray. It may even be easier to start from 0, and learn from mistakes, than shape things into a way as to make the game a success.

I think the more honest approach is to close the game in its CURRENT state. What happens afterwards, I don't know.

Perhaps we should make some efforts to polish up the game as much as possible, so that when others want to pick up, things are somewhat clean. You know ... like make one final release of PARPG, to showcase what we managed to achieve still. Smiley
9  Development / Programming / Using an intermediate language for data AND code? on: February 16, 2012, 07:49:44 PM

Right now one needs to know python in order to contribute in one way or the other.

The data is stored in yaml, but there is no real quest engine in place?

Or would someone who comes to PARPG be able to add a new quest to the game, like a plug-in,
without having to know python?

What if we would use an intermediate language that is both used to DESCRIBE something and
can also be used for simple GAME logic?

That game logic can be kept simple.

It can:

- query the game state
- respond to events
- allow grouping of code logic into chunks (methods or functions)

I think these are the main elements of it perhaps?

My idea is that perhaps a simpler language could be used as intermediary, and then this file is parsed and interpreted correctly.

That way, people could already contribute to the game, without having to know python.
10  Development / Programming / Thinking of using Ruby in addition to Python on: February 05, 2012, 04:54:11 PM
I myself know quite a lot about Ruby, and only little about Python.

I am still undecided what to do. On my todo list is learning Python, so that is a possibility.

On the other hand, I could try to write ruby bindings for FIFE and interface with FIFE for PARPG via Ruby.

I could then start to advance the game more in a ruby-esque manner, and would use github to keep track of all the game logic that would have to be in Ruby.
11  General Category / General Discussion / Re: Zombie survival game we may take some ideas from on: February 04, 2012, 06:54:48 PM
It is amazing how advanced browsergames can be.

I think we need to focus on creating core values in PARPG.

I mean, the WWW makes creating beautiful things so easy! We should learn from that.
12  General Category / General Discussion / Re: photos from "after the end" on: February 04, 2012, 06:53:51 PM
Isn't it damn cold right now where you live?
13  General Category / General Discussion / IT IS DAMN COLD HERE on: February 04, 2012, 06:53:23 PM
In Vienna it is damn cold

Around -6 down to -14 °

And a slight wind breeze is also running.

Europe had around 220 dead people so far in total from the cold night, mostly people without a home. But also a few people who walked outside, and fell down, and couldn't manage to stand up again and froze to death (mostly elderly people)

I am glad to sit in a flat that is comfy warm, but I tried to jog outside.

It is impossible! It is so damn cold...

Reminds me of PARPG world.

14  General Category / Introduce yourself / Re: Hello there everyone on: December 28, 2011, 04:18:19 PM
Python coders are desperately needed. (I myself am using Ruby since ~7 years and now only a little bit of Python so my python could would be kinda odd for PARPG.)
15  General Category / General Discussion / Re: where is the repo ? on: December 20, 2011, 08:19:07 PM
This keeps coming back, I'd wish it would be easier and more streamlined to fetch the latest sources. Is moving to github and git too difficult or for another reason not feasible? I am using both almost daily.
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