| meeting notes, 9/8 weekly plan, schedule adjustment | |
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| Tweet Topic Started: Sep 8 2014, 09:07 AM (162 Views) | |
| acp_gamedev | Sep 8 2014, 09:07 AM Post #1 |
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The weekend meetings were informative as always so thanks to everyone who attended. My main announcement for this week is that I'm adding 3 weeks to the development schedule. I take responsibility for not being realistic enough in my original plan. The updated schedule is posted on the google doc spreadsheet here https://docs.google.com/spreadsheets/d/1R3jIUtk1LCjjT-Pntxn-R5r92-vmBqVsZNYjNVT6Xrw/edit#gid=1649866003 My plan for this week is for us to focus as hard as we can on the forest level. I would like to see a playable, "screenshot worthy" level by the end of this week. To do that we need art assets like background, props, enemies, music and sound. These don't have to be the final ones we use but we need "something". Also we don't need a boss fight yet, thats something that is more complicated and I think we should work on after the levels are done. ------ In the meetings we talked about the need for a central repository for creative assets like art and sound. I want to leave it up to the creative teams how they best want to handle this. And as always keep in mind we aren't just working on this one project, we are setting up an infrastructure that can be used for other game projects as well so think a bit longer term than our immediate needs. ------ Our design doc was updated with a game mechanic specification section on pages 5 and 6. The numbers don't reflect the current build and will change but they can be a starting point to help programmers in implementing the various totems. Please leave suggested changes. We will need the same level of detail for all interactive game objects such as enemies and environmental hazards. https://docs.google.com/document/d/1r9asHdoDwmb7N-f-Z0aR5iGrIRYHE9MDerx_wzViZqg/edit#heading=h.6c951otyg0ie ----- Thanks again everyone for your hard work. I'm hopeful that by the end of this week we have something that we can brag about in public forums. |
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| snappydog | Sep 8 2014, 09:30 AM Post #2 |
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Grand Historian; Lead Writer for Michelle, Ma Belle
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Could I perhaps suggest that a different level be the one we attempt to have done by the end of the week? We don't have any dialogue or anything written for the forest yet; the desert is probably the most completed level from a writing point of view. Edit: I realise that writing isn't exactly the only thing we need, and the forest may well be more completed in the art or programming departments, but we wouldn't be able to put any dialogue or anything in yet. Edited by snappydog, Sep 8 2014, 09:30 AM.
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| pdrinovac2 | Sep 8 2014, 02:43 PM Post #3 |
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Lead Music Director
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As far as music goes, we can either just use the song I already made as an example, but I was also considering making a mock-up for the forest song so if I get that done soon, I'll make a post about it and we can use that. We have a SoundCloud for all the music and SFX that is set up for all Thing In A Box projects here: https://soundcloud.com/thing-in-a-box |
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| Devieus | Sep 8 2014, 06:24 PM Post #4 |
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We really ought to put everything in the group, not on the account. |
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| pdrinovac2 | Sep 8 2014, 06:41 PM Post #5 |
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Lead Music Director
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Yeah, that's the plan now. Anything new goes into the groups I made on it. |
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| Ylla | Sep 8 2014, 10:14 PM Post #6 |
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Programmer
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Oh crap, i couldnt get to the meeting :( At least my exams week finished and it was a lot less disastrous that i expected.... And now i have headaches again, and im having a EEG for thursday :P this stuff never ends... But yeah im gonna be working on this as much as i can, i saw you finally got the totem forms defined and i wasnt there :(, but i pretty much agree with everything you decided :), although i dont get whats the difference between passive and active abilities? could someone point me that out? Anyway im working on moving platforms, ill try to upload that tomorrow and the core of the AI behavior (i see sprawl is already working on the awake function, so im gonna focus on the movement). I was thinking we can add jump indicators to gaps as a primitive form of pathing so enemies can jump easy platforms, ill check further into that. |
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9:24 AM Jul 11