[project1dev] Re: The tail end of milestone 1

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 08:59:32 -0700

Awesome. That sounds about right. I think we are turning into a good team as
well.

On Wed, May 20, 2009 at 8:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Hey Everyone,
>
> This first milestone working on the cave has worked out a lot of issues
> with workflow and gotten us a basic set of features (enemy pathing, AI and a
> basic level editor) and preformance upgrades.
>
> These were some of the main goals of this first milestone so mission
> accomplished!
>
> Since we don't know where exactly this cave is going to fit in with the
> rest of the world, Eric was thinking it would be best (even for the sake of
> sanity because we've been working on this area for so long) to forgo to
> pollish phase of this map and leave it at about 90% finished until we do
> know the details of where it's going in the world and can finish it up then,
> and I agree that is a good idea.
>
> Here's the things he identified as wanting to finish up before we move on:
>
> #1) Put the new boss art in
> #2) Animate the dog men
> #3) Replace the stationary miner art
> #4) Finish decorating the cave with the props we have (and any that anyone
> is working on)
> #5) Do a lighting pass
> #6) I want to do an optimization pass for the models cause i think a few
> models we can reduce the number of verts without losing any major visual
> quality (and i'll run the simplified models by everyone before i check them
> in to make sure I don't ugly things up too much).  This should boost overall
> performance which will let us place more objects while maintaining higher
> frame rates.
>
> Anything else that anyone really wants to get in or does that sound ok to
> everyone?
>
> There are some known issues that we are just going to leave for now (unless
> they are quick fixes and anyone wants to tackle any!), that we'll deal with
> when we come back to the cave later on:
>
> * the boss is too tall and clips through the bridge (might be fixed with
> new art but maybe not)
> * you can walk around and through the rocks that caved in
> * theres places in the map you can still fall through the ground into
> infinity
> * there's a few places where z fighting still happens
> * Others: we haven't gone through a QA pass or play tested it to find the
> bugs we don't know about.
>
> Eric and I are finalizing the details of the 2nd milestone to make sure it
> makes sense from both a creative and technical POV and the details will be
> released by the end of the week.
>
> Great job everyone, we are really kicking ass and this is shaping up to be
> a great team! (:

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