[project1dev] Re: The tail end of milestone 1

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 10:42:07 -0700

By the way I Think an important thing to work on some sound milestones
before we move away from the mine. Just a thought.

On Wed, May 20, 2009 at 10:00 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Oh and Eric wants to do #5, and i will do #4 if no one else wants to (but
> feel free if you want to!!).
>
> And i'll be doin #6 for sure.
>
> not sure how the rest of it falls! (:
> 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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