[project1dev] Re: The tail end of milestone 1

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 10:44:08 -0700

I believe adding sound is a large task. We will revisit the cave later once
we know where it will fit into the world and we will be able to add in all
the new features we have created then.

On Wed, May 20, 2009 at 10:42 AM, Matthew Freeland

> 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! (:

Other related posts: