SITREP - Week 003

published Friday, 6 May 2011, 12:00 by Reese

Another Friday is upon us which means it's time for our SITREP Week 3.

Just a little copy/paste from last weeks SITREP in case you missed it: <snippet> SITREP is basically an ongoing progress report where we publicly display our current tasks, progress and focus areas. Primarily targeted at those of you who find game development and our Open Door Development methodology intriguing.</snippet>


Team debriefing

Kim (ZPSHicks): "I've finally managed to export all Jess's map-prototypes from Running Man (Deadlock is our new clean platform, so everything "old" has to be shit-filtered hard to avoid random stuff crowding things). Other than that most of my time has been spent setting up modules for the rest of the battle-areas inside Operations and we'll most likely have the next iteration of the map online sometimes next week.".

Kenneth: "My venture into realtime audio FX in Unty turned out to be a dead end. There are so many flaws in the current FMOD implementation that the realtime FX are practically useless to me at this point - but all this will be fixed in future releases of Unity (currently v3.3). So instead I ventured into the realms of "The Speed of Sound" and made a small prototype which in my opinion actually turned out quite ok - and then I blogged about it. This last prototype also gave me an idea how to combine all of my latest prototypes into an "Advanced Sound Propagation Model"... But more on that later."

Stack overflow
Stack overflow. Kim experienced an internal blue screen of death and crashed during a light bake :)

Mikael (heks): "Last week my networking prototype (which was built on the built-in network in Unity) highlighted the need for a robust middleware solution that would meet our design requirements for Deadlock. So I've been R&D'ing various high-profile middlewares and although they've each shown strengths and weaknesses I've been forced with facing reality; Whichever solution we choose it won't fit the bill perfectly!  The fact is that with the high-fidelity requirements of Deadlock the pros of staying in-engine, and thus being able to access the full world simulation authoritatively, far outweighs the extensibility of any of the middlewares I've looked at so far, and I don't think that will change any time soon. I've got a few ideas for a hybrid solution some time in the future but for now we're going with Unity.  I also added some very basic support for community avatars on the "Edit User Profile" page.".

Nicolai (Reese): "More admin stuff, and loads of it; annual accounts, AGM etc. However, I did manage to get some creative work done during last weekend. More particularly, in shape of five short initial music scores (maybe) targeted for Deadlock. I will release these pieces next week in my first music blog in case any you of guys are interested in the scoring process and my thoughts of creating music for Interstellar Marines".


InterstellarMarines.com Summary

 

Picture of the Week
http://www.interstellarmarines.com/media/uploads/pictureotweek/interstellar_marines_potw_0027_jpg_versions/medium_Interstellar_Marines_POTW_0029.jpg


Mentions this week

 

Last weeks SITREP here

 

All the best,
Nicolai (Reese) & the team at Zero Point Software


Comments

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2 years, 11 months ago

I'm really starting to love these sitrep's! We get a lot more info on what's going on than ever. Great work, next week sounds like a lot is going to happen. :)

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2 years, 11 months ago

Are we gonna have epic sound that will be released when we're starting to shoot each other? Kinda like what L4D2 did with the Director:)

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2 years, 11 months ago

Please Reese, a blog on the musical score would be jawsome!

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2 years, 11 months ago

@AdaptiveMass - If we succeed in doing what we try to do with regards to audio, then we would have accomplished something we have never seen (or rather heard) in any fps before... But there is a long way yet... :-)

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2 years, 11 months ago

Reese, I'm really looking forward to some new music, I still love the Bullseye theme and use it as my alarm sound, so this is one new thing which really excites me. Keep up the good work, guys, and we will never let you down or desert you!

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2 years, 11 months ago

@Kosai106 I am with you there, I love reading these weekly reports!

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2 years, 11 months ago

@GortosXtreme

haha, i see what you did there

also; three thumbs up for the sitreps

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2 years, 11 months ago

@Split_Second why tree thumbs up? We are over 100.000 so that is more than 200.000 Thumbs up minus the spam bots.

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2 years, 11 months ago

@Kenneth Sound plays an important role in any immersive experience. I love what you have been doing thus far with the sound prototypes (as you have likely seen from comments left in those sections). As an amateur audio producer, music writer, as well as writer/storyteller and gamer I've been following this with great interest. I would love to see a blog on score writing, and music theory & composition for Interstellar Marines.

Its too bad that its only just the few guys working on this project though...

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2 years, 11 months ago

Implying I have three thumbs...

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2 years, 11 months ago

@eDome - One dedicated music blog in the making :)

@GortosExtreme - I'm glad to hear that and thank you. Don't you ever get tired of waking up to that same music every day? :)

@Tearstone - I can't provide you with much general music theories but hopefully with a lot of my own thoughts, personal processes and how-to's instead. I'm a hands-on person and I just bash things until it sounds good, but ill do my best to explain :)

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2 years, 11 months ago

What's next?
- Deadlock - Operations iteration 2
- "Advanced Sound Propagation Model" by Kenneth
- Music Blog by Reese

Thank you (again) for keeping us updated.
Also, I'm keeping my old avatar for now. One of us has got to stick with traditions, you know?

My regards, Kendzi.

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