PARPG - nuclear winter RPG in the making

Public said:
Sounds like Forlorn World to me.
I think we have two advantages over Forlorn World:
1. The project is public so all progress and also lack thereof is visible to the public. It's hard to judge how some closed source projects progress due lack of transparency.
2. We already have a game engine we can utilize. My impression is that a lot of indie projects fail at the game engine stage. FIFE is surely not perfect and there is a lot of room for improvement, but I have the impression that it saves us a lot of hassle compared to writing something like that from scratch.
 
Btw. do you work together with Zero? I mean, Zero is a bit more developed in stuff like inventory system, etc. It might be wasted time to redo everything.
 
Not at this point although it might be worth asking them again. Basically Zero has a "don't share our code before asking us" doctrine. Although FIFE developers got access to their SVN repository, PARPG devs don't have. There was some dispute about code sharing at some point but that was mostly caused by lack of professionalism on our side, for details see:
http://forums.parpg.net/index.php?topic=148.0
 
mvBarracuda said:
Just spoke to Sirren: it's unlikely that we'll see more dirty, gritty characters in the first release. There is basically a long list of objects that still need to be modeled for the first release and right now Sirren is the only active 3d artist on the team and we didn't have luck to attract additional contributors at the moment.

So you'll likely have to wait for the time after the first techdemo to see furthermore improved character models.

It's not the models that needs to be improved - it's the textures :) the models are not bad.
 
dirtbag said:
It's not the models that needs to be improved - it's the textures :) the models are not bad.
Point taken :-) The main problem is that we have one active 3d artist at this point and there are a bunch of objects that still have to get created from scratch for the first techdemo release. At this point we rather need to focus on creating these new objects and have to put polishing of the existing ones on the backburner. If we can attract additonal 3d artists rather soon our plans might change due additional manpower but right now that's our strategy for the first release.
 
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