Yar, I am pleased with the mines progress has been incredible so far, keep up the good work, ladies and gentlemen! On Wed, May 20, 2009 at 8:59 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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! (: > > >