The Pythian Project is a world-wide group working together to create a first-person, real-time CRPG using Borland's Delphi as a development tool. We aim to create a richly detailed and expandible virtual world for the on-line community.
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In this latest release we've switched to a 3rd-person perspective and point-and-click interface. The game looks and feels more like a RPG. After 3 years this is the first time the game actually seems like a game. We're currently mounting a push to create more gameplay and game content, and we need modelers and animators to help us populate the game with characters, equipment and interesting environments. The Cal3D animation is working out really well, although we're having a bit of trouble synchronizing actions. Still, it's been easy to add new animations so it evens out. Look for the next major release around the beginning of December. Darryl Long Project Manager
Release History --------------- 2.0.12 ------- * New camera control system * Mouse to screen extents moves the camera position * Mouse wheel zooms in/out * Keyboard control to camera with NumPad * Less FPS-like keymap, new default key mapping * Mouse always visible in game * Mouse movement doesn't stop combat any more * Click on monsters to attack * Click on equipment to pick it up * Added loading progress screen * Added two-sided shader property * Added Equipment Window * Improved Inventory Window * Drag-and-drop equipment between windows * Layered shaders fixed * Added Help key 2.0.11 ------- Quick Instructions * Press the 'b' key to change cameras * To enter combat, press the "Attack" key (should be Ctrl by default) and don't move the mouse or press any keys! Your character will fight until you take control of him. * Skeletal animation implemented with Cal3D -- Yay! :D * Revised animation system for "actions" and "cycles" * Characters can hold weapons * AI searches for equipment * AI for NPCs and PCs in combat * Initial combat system implementation * Stuff dies 2.0.10 ------- * Fixed alpha transparency * Transparent shaders * Fixed mouse problems (couldn't click sometimes, especially after switching the resolution) * Character Inventory (Use the 'I' key) * Weapons * VGL Draggable Icons * New fonts (20 pt and 8 pt) * 'M' key bound to the Message window * 'Tab' key bound to mouse visible/invisible toggle * Sped up object drawing 2.0.9 ------- Front End * The Key Bindings actually do something, so you can set your keys in the Front End and use them in the game. * You can apply a "skin" to all GUI elements * New automatically wrapping text listbox in VGL * The VGL now has an "Editor" format (VEP), which references shader files with relative paths instead of including them in the VGL file * The VGL's VGP format now compressed textures, reducing FrontEnd.vgp from 4.1MB to 418KB and HUD.vgp from 194KB to 7KB Maps * The map files are now using JPG texture compression, which has reduced the file size of Ariel_Village from 7MB to 4MB, and c1m1 from 1.8MB to 1.2MB * Instructional Messages in gameplay provide mission objectives using scripting and triggers * Use a command line parameter of the form "/map <name>.pcm" to skip the Front End and go straight to gameplay 2.0.8 ------- New loading and file system * Unified Pythian file format for all data files * Asynchonous batch loading Mirror system * Multiple recursive reflections New Front End * GUI Project system with multiple windows * Config moved from ConfigEditor.exe to Front End * Change resolution within game (beta) * Create characters (alpha) Player key bindings * Custom bind keys through Front End Texture Compression * Uses JPG compression in PCM files 2.0.7 ------- Allows sectors without physics meshes 2.0.6 ------- This release implements some optimizations for speed and improved triangle sorting for faster rendering. 2.0.5 ------- I lost it.
Release History --------------- 2.0.12 ------- * New camera control system * Mouse to screen extents moves the camera position * Mouse wheel zooms in/out * Keyboard control to camera with NumPad * Less FPS-like keymap, new default key mapping * Mouse always visible in game * Mouse movement doesn't stop combat any more * Click on monsters to attack * Click on equipment to pick it up * Added loading progress screen * Added two-sided shader property * Added Equipment Window * Improved Inventory Window * Drag-and-drop equipment between windows * Layered shaders fixed * Added Help key 2.0.11 ------- Quick Instructions * Press the 'b' key to change cameras * To enter combat, press the "Attack" key (should be Ctrl by default) and don't move the mouse or press any keys! Your character will fight until you take control of him. * Skeletal animation implemented with Cal3D -- Yay! :D * Revised animation system for "actions" and "cycles" * Characters can hold weapons * AI searches for equipment * AI for NPCs and PCs in combat * Initial combat system implementation * Stuff dies 2.0.10 ------- * Fixed alpha transparency * Transparent shaders * Fixed mouse problems (couldn't click sometimes, especially after switching the resolution) * Character Inventory (Use the 'I' key) * Weapons * VGL Draggable Icons * New fonts (20 pt and 8 pt) * 'M' key bound to the Message window * 'Tab' key bound to mouse visible/invisible toggle * Sped up object drawing 2.0.9 ------- Front End * The Key Bindings actually do something, so you can set your keys in the Front End and use them in the game. * You can apply a "skin" to all GUI elements * New automatically wrapping text listbox in VGL * The VGL now has an "Editor" format (VEP), which references shader files with relative paths instead of including them in the VGL file * The VGL's VGP format now compressed textures, reducing FrontEnd.vgp from 4.1MB to 418KB and HUD.vgp from 194KB to 7KB Maps * The map files are now using JPG texture compression, which has reduced the file size of Ariel_Village from 7MB to 4MB, and c1m1 from 1.8MB to 1.2MB * Instructional Messages in gameplay provide mission objectives using scripting and triggers * Use a command line parameter of the form "/map <name>.pcm" to skip the Front End and go straight to gameplay 2.0.8 ------- New loading and file system * Unified Pythian file format for all data files * Asynchonous batch loading Mirror system * Multiple recursive reflections New Front End * GUI Project system with multiple windows * Config moved from ConfigEditor.exe to Front End * Change resolution within game (beta) * Create characters (alpha) Player key bindings * Custom bind keys through Front End Texture Compression * Uses JPG compression in PCM files 2.0.7 ------- Allows sectors without physics meshes 2.0.6 ------- This release implements some optimizations for speed and improved triangle sorting for faster rendering. 2.0.5 ------- I lost it.
The Pythian Project is a 3D RPG project using the Delphi language. After 3 years, we have a fast, full-featured, 3D engine and a growing RPG system. The 2.0.10 release (for Win32) includes two new maps to explore.
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