Peragro Tempus description
Peragro Tempus is a free, open source computer game in the making. With a dedicated developer base we are, and have been working on releasing an enjoyable, but most importantly, playable release for the community to experience.
Peragro Tempus started out as a joint operation in January 2006, a combination of The Oracle of the Hidden, HELL and Bringer of Light. Which merged into one project, Peragro Tempus, an ambitious MMORPG with a dynamic evolving world, not quite like mainstream player versus player role playing games but rather as a real roleplaying project with a vast and detailed world to discover.
At its founding stood 5 developers; Jelle Hellemans, Pascal Kirchdorfer, Dan Härdfeldt, Mark Sanders and Seth Yastrov. All of them out-of-the-box thinkers with the ambition of creating something new and revolutionary: a free videogame that is open to sharing and development with the thought to give the player something radically different made by the community.
New developers saw the project's potential and even though some have moved on to something else, many have stayed and continued to develop Peragro Tempus to this day. In its 4 years of development, the Allagi team have released test clients, developed completely new systems for artists and coders to use and have shown dedication to each-other and the community. And while many have realized it is difficult to create a game that is not funded or sponsored, it is still a major focus to release an enjoyable role playing game.
Peragro Tempus is set in the world of Phoria, divided between the 3 civilizations of Vaaloria (The old Kingdom), Kvalis (The Forest tribes) and Oro (Wild people of the mountains). Phoria itself is a great land surrounded by vast seas. Political intrigue and confrontations sets borders between the 3 peoples as wars and conflicts emerge over the control of portals that allows the travelling through time and teleportation of objects and man alike. Development on Peragro Tempus is currently focussed on Barkbane, a portion of Phoria that lies in the North set 20 years before what is known as The Common Landing, an event that sees the invasion of a civilization of conquerors exploring new land to build on. With the creation of this land before time we hope to guide development towards one point in the hopes of releasing a test client that is both rich in content and setting, and ground to base future development on.
The Allagi team is always looking for new developers. Be sure to contact us by the means presented on this website and be a part of a social team that listens to the community and communicates correctly with its developers.
Amateurism vs professionalism
None of us gets paid for working on Peragro Tempus. It's a hobby, something we do on our free time, next to our studies or real jobs, and we are all in effect amateurs.
Amateur is a word that has negative connotations and one usually assumes that amateurs produce, by definition, mediocre content. We do not agree with that definition, nor with the idea that only work that gives a material reward should be done to the best of our ability. We do not consider "I'm not getting paid for it" a valid excuse for half-assed work.
We believe that professionalism is an attitude more than a status. It's the dedication you put into your work, the drive to improve and learn and the shared respect between contributors striving towards a common goal.
We know that contributors all have different levels of knowledge or experience, and instead of seeing those discrepancies as obstacles we choose to turn them into opportunities to share and learn from eachother. No contribution is valueless, and both criticism and praise will be used as tools to always try and get better at what we do.
While we expect contributors to have a professional and respectful attitude when working on the project, we also know that some of your life's aspects will always take precedence over PT. We all have families, friends, jobs that ask for our attention and availability, and we will never fault anyone for putting those ahead of the project.
If you have to drop out of a task or the entire project, we will not ask for any justification. We only ask that you try and drop us a line on IRC or on the Wiki to let us know you won't be available for a while - just so we can reassign the active tasks.
By contributing content to PT you implicitely agree for your contributions to be released as Open Source. This is non-negociable. If you don't want your work released as Open Source, then don't contribute.
We also tend to privilege free/OS software and formats in the realization of tasks and documents. For the sake of practicality, we ask that you try and do the same. The only notable exception is 2D artists that tend to stubbornly cling to their beloved Photoshop.
- Free software
- Graphics: Blender (3D), Sculptris (3D - ZBrush offshoot), GIMP (2D), Inkscape (vector), XNormal (normal/occlusion/displacement maps).
- Misc: LMMS (music)
In all the content creation in PT, there is one core value: coherence.
Coherence as realism
One of the ways coherence is implemented is as regards to realism, in the sense that the world we're creating should as much as possible follow the basic rules of the real world.
While creating the world map, pay attention to how climates and geology works: valleys, mountains and seas don't just pop out for no reason - find out what those reasons are and plan your map accordingly.
While creating wildlife, pay attention to their environment: on what kind of soil do they grow or in what kind of environment do they live, what do they feed on, how do they adapt to lack or surplus of water, food or warmth?
While creating villages or towns, what kind of materials would be used for construction (availability of raw materials), how would the environment affect their building habits (shelter from cold/rain/sun/wind?), how would it affect their culture (worship or animosity towards the elements/plants/animals?), etc.
All of this is to ensure the best immersion possible, so that players would never stop and think about how something makes no sense, and therefore be reminded that they're in a game, and taken out of the story.
Coherence in storytelling
The other way to apply a coherent design is to make sure everything is relevant to and/or explained by the storytelling.
Every bit of content should be made to either enrich the moodsetting and immersion or to enrich the story. This allows to depart from realism, but shouldn't be an excuse to drop random concepts into the world. There cannot be any elements that cannot be explained or that cannot participate to building the narrative.
There can be a river flowing up a mountain if it can be explained and if it can be made to make sense inside the story, and make it progress to further mysteries and context building.