A new update from FIFE-based indie RPG Zero Projekt.<blockquote>After yet another silly season, the Zero-Projekt proudly presents some new informations about our work and the current status of the development.
<center>
loadingscreen </center>
Our new framework...
Our technical division made some very good progress which not only bumped our motivation to the next level but also the project itself. The biggest step was the development of our new framework which allows us now to not have to rely on the FIFE demo client (which has a completely different mission, so this step was important).
With the new framework we can not only develop faster, but also more flexible as it already has the shape of a 'real' game client - and debugging is much easier.
In the meantime, the FIFE project released 2008.1 which allowed us to even improve the framework with the new features of FIFE - like the update to guichan 0.8.1 and the greatly improved version of the editor client.
Here are some of the highlights of our technical development:
* object interaction (PC - NPC; PC - objects like doors / lockers etc.)
* testcode for the new renderers FIFE provide (generic render, cell highlighting or floating text render - which are more flexible to e.g. realize a falloutish cursor highlighting by painting a red hex
)
* maplogic module to give maps individual interactive objects (NPCs etc.)
* integration of the ruleset module in all necessary areas of the code
* first combat visualizations
* prototype for Drag'n Drop
* FSM-AI (Finite State Machines)
<center>
The framework loaded the worldmap, developer IDE in the background </center>
For sure, it's still a lot of work to do - but we created the most solid basement we ever had. We also celebrated commit #500 in our SVN repository - which boosts our motivation even further.
<center>
Anniversary: commit # 500 </center>
Graphics & animations
In this sector, we mainly polish our current animations and develop new animationsets. Furthermore, we are migration our graphical content to a new render setup for blender, which will improve the lighting and shadows. Last but not least we work on the content we need for the planned demo
<center>
A special request of our story department...
NPCs: blacksmith & villager </center>
combat in Zero
One of the best examples of the capabilities of the new framework is the integration of the combat system. For now not all connections to the ruleset are done, but still - we can fight on the maps.
<center>
PC vs. NPC</center>
New team members
Not only the main work has developed nicely - the structure of the team did also. We'd like to introduce our new python programmers Giselher and Helios2000, as well as Grayfox - who joined the story department and currently focus on the story for the demo.
additional media
<center>
Drag'n Drop

Some blood - and more important - the well known log messages are a must for Zero, too

Exploring a new map

New textures for the EiRi</center>
<center>
loadingscreen </center>
Our new framework...
Our technical division made some very good progress which not only bumped our motivation to the next level but also the project itself. The biggest step was the development of our new framework which allows us now to not have to rely on the FIFE demo client (which has a completely different mission, so this step was important).
With the new framework we can not only develop faster, but also more flexible as it already has the shape of a 'real' game client - and debugging is much easier.
In the meantime, the FIFE project released 2008.1 which allowed us to even improve the framework with the new features of FIFE - like the update to guichan 0.8.1 and the greatly improved version of the editor client.
Here are some of the highlights of our technical development:
* object interaction (PC - NPC; PC - objects like doors / lockers etc.)
* testcode for the new renderers FIFE provide (generic render, cell highlighting or floating text render - which are more flexible to e.g. realize a falloutish cursor highlighting by painting a red hex

* maplogic module to give maps individual interactive objects (NPCs etc.)
* integration of the ruleset module in all necessary areas of the code
* first combat visualizations
* prototype for Drag'n Drop
* FSM-AI (Finite State Machines)
<center>
The framework loaded the worldmap, developer IDE in the background </center>
For sure, it's still a lot of work to do - but we created the most solid basement we ever had. We also celebrated commit #500 in our SVN repository - which boosts our motivation even further.
<center>
Anniversary: commit # 500 </center>
Graphics & animations
In this sector, we mainly polish our current animations and develop new animationsets. Furthermore, we are migration our graphical content to a new render setup for blender, which will improve the lighting and shadows. Last but not least we work on the content we need for the planned demo

<center>
A special request of our story department...

NPCs: blacksmith & villager </center>
combat in Zero
One of the best examples of the capabilities of the new framework is the integration of the combat system. For now not all connections to the ruleset are done, but still - we can fight on the maps.

<center>
PC vs. NPC</center>
New team members
Not only the main work has developed nicely - the structure of the team did also. We'd like to introduce our new python programmers Giselher and Helios2000, as well as Grayfox - who joined the story department and currently focus on the story for the demo.
additional media
<center>
Drag'n Drop
Some blood - and more important - the well known log messages are a must for Zero, too

Exploring a new map
New textures for the EiRi</center>