Note: I've adjusted the contact information in the starting post. Please DO NOT get in contact with me via email or PM if you would like to get involved in PARPG.
Personally answering every application turned out to be a lot of stress and as I'm rather busy right now, we have to send you to the
introduction board of our forums, where you can get involved in the project. I know it sucks that you have to register there but it turned out to be the only viable solution for us at this point. Application emails have been piling up during busy weeks and I simply didn't have the time to check out all of them and reply to them in a way that each serious application would have deserved to be replied to. Thanks for your understanding.
But let's get to the news update right now! Sometimes there seem to be an endless number of obstacles to jump over in the course of developing a large scale game from scratch. In the end it all comes down to persistence to work through all of this. This said: heya and welcome to yet another PARPG news update!
Let's start with a short FIFE-related note: if you're running the SVN version of PARPG on your Windows system, make sure you check out the new
FIFE Win32 DevKit. The FIFE team recently updated their DevKit to address a really annoying guichan issue and furthermore also moved from Python 2.5 to Python 2.6. Our
download guide has been updated according to it so make sure to check it out!
On the code front amo-ej1 created a dialog validation tool that will help the writers to verify that the dialog files don't contain any syntactical errors. Furthermore: saritor started to refactor our GUI code in a branch, an
architecture proposal can be found at the wiki.
Here's a quick rundown of the events in the graphics department. New artist on the team comscar created the portrait of a
snow shoveler in cooperation with veteran Gaspard. As Gaspard has been on a drawing spree lately, he also had a stab at this
snow panorama.
Continuum modeled a
collection of rusty barrels while new artist on the team EGO created
two mockups of the techdemo mall area. While EGO was on a run he also created a
lone explorer concept.
Looks like the situation in the concept art department is improving lately: Q_x is new on the team as well and contributed a
main menu concept right away. We have also updated the
wiki gallery over the course of the last two weeks and added
additionals screenshots there.
I know that I sound like a broken record but we're still short of 3d artists :-( You would like to help us out of our misery? Please don't hesitate to
introduce yourself at our forums!
Read the full news update at the
PARPG development blog.
That's all for today. Next news update scheduled for Monday, 30th of November. See you then :-)
As we're still short of 3d artists at the moment, concept art veteran zeli had a stab at 3d modeling again. Not bad for the start:

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http://www.parpg.net - nuclear winter isometric old school RPG inspired by Fallout, Arcanum & Planescape: Torment