Because the lack of momentum, especially on the modeling and writing side, I've decided to not longer work on Radakan.
I decided to join PARPG, another open source RPG, but which does have the necessary momentum to create an worthwhile-playing release in a reasonable time frame.
Posted by Taldor on Jan 8th, 2011.
Website moved and Radakan 0.1.1 release
Radakan recently switched to a new url and a new webhost. Sadly, our previous url has been taken by a cybersquatter when we missed a renewal warning from our previous host. Because of the switch to the new host, we have to set up our website again, which is still going on.
Radakan 0.1.1 is released and can be downloaded at SourceForge. As always, feedback is highly appreciated.
Posted by Taldor on Dec 14th, 2010.
Radakan 0.1.0 release
Radakan 0.1.0 is released and can be downloaded at SourceForge.
Feedback is highly appreciated. :-)
Posted by Taldor on May 5th, 2010.
Demonstration video - updated March 26th
Thanks qubodup for making this demonstration video!
Posted by Taldor on March 26th, 2010.
One year ago...
One year ago I took over Radakan. A lot has been accomplished so far. Code-wise, Radakan has been rewritten from scratch. First it had a text-only interface, but now it has been ported to Panda3D, resulting in nice 3D graphics. (Check the new screenshot on the left.)
For a to long period, I have been developing Radakan with a dual interface (text and 3D graphics). It required some unsupported hacks and a non-trivial library setup. The code-setup made it practically impossible to create and release a new demo. I realized too late that it also scared away the few interested programmers. Luckily, these hacks and strange library setups are no longer necessary, because PyQt4 is no longer required to run Radakan.
On the writing and modeling side, very little activity has been going on lately. I think it's time to add the available content into a new demo. Hopefully, it will encourage the artists (including the writers) to refine the current content and create some more.
Posted by Taldor on December 28th, 2009.
I started the integration of Panda3D into the client a couple of months ago. The Panda window and the Qt window both show the world in their own way and both can be used for basic interaction with the world.
In the screenshot on the left, the black stick figures represent characters, and small white pandas represent lifeless items. The normal panda is just decoration. As you might notice in the screenshot: we need much more models. Luckily, Artifice already offered to provide a lot of placeholder models.
I'm looking forward to be able to commit my current code. I'll do so when I have a normal internet connection again.
Posted by Taldor on September 16th, 2009.
Looking for art(ists)
It has been a while again since the last news update. That doesn't mean that no progress has been made, but rather that there have been to many improvements to list them all here. The biggest change has been the switch of our data format: from JSON and SQLite to self-generated python code. I must say it's working out well. It's now much easier to extend things or to add cyclic references, when that's necessary.
On the writing side, Artifice has been working hard on the races and new quests and characters.
Both Mikeman and Tariqwalji are working on the 3D interface now. Soon they'll need additional 3D models though, so we're now looking for new concept artists, modelers, and animators. To contribute, join our IRC channel, make a post on the forums, or send me an email.
Posted by Taldor on June 16th, 2009.
Can you solve the quest?
Posted by Taldor on April 22th, 2009.
Reactio is taking shape
The supported features so far include configuration options that only show up when they apply, and drag-and-drop. Currently I'm adding a tool bar and reworking the way parameters (for events and actions) are set.
You can see the latest screenshot of Reactio on the bottom left of this page.
I've noticed that there are some drawbacks to the current design of Radakan's database layout. So I'm planning to redesign it.
Another related plan is to finally finish the Reactio tool. It's still lacking logical operators (like not and and) for conditions.
How fast these things will go mainly depends on how active others are. I find it very motivating when other people contribute to Radakan (preferably on their own initiative). They would convince me that I'm not the only one who's interested in creating and playing a game like Radakan. Maybe I should simply do more PR to get more attention and feedback...
It has been about two months since the last update, so I guess it's time for a status update.
In January a lot of progress has been made (programming-wise), mainly by Livibetter and myself. And poorkeitaro and dawite have been both writing quests and character descriptions for their villages.
Trapdoor and Livibetter have quit as Radakan developers. Trapdoor might return in the future though.
Recently I've taken a break of a couple of weeks. But now I'm back. :-)
Posted by Taldor on February 27th, 2009.
I took over Radakan again. I downscaled the original goals, so that I could implement everything myself, if necessary.
Posted by Taldor on December 31st, 2008.
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