SITREP - Week 005

published Thursday, 19 May 2011, 14:00 by Reese

How many Gert's does it take to silence Kim and is our Game Director REALLY this short? Find out and read what else has been going on in this week's SITREP.

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.


Team debriefing

Kim
Kim (ZPSHicks)
Game Director

"Design, web and thumbnails was the agenda at the beginning of the week, which was actually OK for a change .. Tuesday, Gert stopped by the office and its feels great to be completely aligned on all our future plans and strategies.

Yesterday, Reese and I had one of our explosive creativity talks spawned out-of-nowhere when we spontaneously started talking about the ending of this ambitious trilogy, in the third game called 'Satellite of Saturn' .. We didn't change anything to the story just reconfirmed our old ideas, reliving (sorry for sounding arrogant) how this "master-piece in the making" will one day be concluded .. gotta tell you I live for these moments!".

Kenneth
Kenneth
Lead Sound Designer / PR

"The first ASPM-prototype is away! The first ASPM-prototype is away! My journey into the world of realistic audio has this week lead me to completing the first Advanced Sound Propagation Model prototype on a simple test-level, and things are looking bright. The scope of this prototype was to try and see if it was possible to make a more realistic sound-traversal system using pathfinding. Thanks for your comments in my recent blog about this.

Aaaand I've just begun traveling down the next path of my journey, where I'm trying to evolve the same Model to be used a more complex level - I've borrowed one of Jess' levels with "outdoor" areas (more like cave-exterior, than actual outdoor, that is :) for this important next step".


WHO'S YOUR DADDY??
"Who's Your Daddy??" - Gert dropped by our office to make sure that Kim is doing exactly what he's being told

heks
Mikael (heks)
Lead Programmer

"I've been down with the sickness for the last couple of days (yes, gamedevs are real people too!) so my progress on the networking prototype has been somewhat limited.

I was asked by a friend what the difference (and challenges) are writing multiplayer code in Unity compared to an engine like UE3 (Unreal Engine 3), which we've previously worked with. My answer is that there are obviously many differences, but one of the more notable ones is that UE3 provides a FPS-oriented "template" that's been tried and tested, where as the Unity world is a blank canvas, ready to be painted with whatever brush and colors you have at your disposal. It means we can code stuff from the ground up but also that this code will be more susceptible to changes. I hope that made sense :)".

Jess
Jess (NecroSonic)
Level Designer

"The challenge for the Deadlock multiplayer maps is that we only have the Running Man modules available at least for now. As our own expectations of the Deadlock maps are beyond those of Running Man I am trying to push this set of modules to their limit using them ways that was actually not intended when Anders designed the modules back in the day.

My initial goal is to do some levels that is not straight up indoor levels. I have discussed with Kim the possibility of taking the fight out into the actual caves, and I am in the process of creating a few examples to show Kim and you guys how I think that the indoor environment and the cave environment can be merged. It is quite challenging due to the constrains implied by the Running Man modules but it makes for a very cool exercise in creativity on my part. Even though I was quite sceptical myself at first I have been amazed by the possibilities of these modules. There will definitely be some leaks and short cuts in the initial versions but I am confident that we will be able patch it up over time!".

Nicolai
Nicolai (Reese)
CEO & Composer

"The short and boring version: I've spend most of this week concluding admin tasks (still) but the light is getting real close. I can't wait for spending some quality time with music composing and being much more creative with Kim and the rest of the team once again.

Oh yeah. Our website editor hates me and I hates it right back. Why can't  software just act as our beloved 'SARA'? :)

/Gief Programmer Cookies - might do the trick? #heks".

GertGert (gert)
Main Investor

"WORK HARDER!! or there will be .... trouble ;)".









InterstellarMarines.com Summary

 

Picture of the Week

http://www.interstellarmarines.com/media/uploads/pictureotweek/interstellar_marines_potw_0030_jpg_versions/medium_Interstellar_Marines_POTW_0030.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

wait...this means you guys are taking a whole day off tomorrow?? tsk tsk! ;)


Some more open'ish level designs for deadlock sure would be great. Looking forward to see what can be done with the cave enviroments!

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2 years, 11 months ago

Ah I like the way everybody turned in their little story! Makes the team really visual. Cave setting: can't wait!

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2 years, 11 months ago

Poor you Heks, poor you.

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2 years, 11 months ago

Gert sure knows how to talk to lazy programmers! :D

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2 years, 11 months ago

Great like always

@forgefire where did you read that they would take off tomorrow?

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2 years, 11 months ago

the sitrep is a day early + i guess it is semi holiday in denmark tomorrow (i wouldnt know...the wonders of uni doesnt allow me to know if it is or not!)

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2 years, 11 months ago

What's next?
- More Advanced Sound Propagation Model
- Map with semi-outdoor parts?

Sorry for the lame summary. Maybe I lost my Mojo? Or they just didn't tell much about what they're going to do next?
Anyways, the new design with pictures looks good and nice to see most of you have been productive this week (contrary to me)
Get well, hecks!

My regards, Kendzi

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2 years, 11 months ago

You can tell that Gert and ZPSHicks are both trying not to laugh. Looks just like when my boss would yell at me, I'd stand there with a smile on my face, and it distracted her, which made me get out of trouble lol.

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2 years, 11 months ago

Yay, they posted my blog!
I like how open are they about sharing their progress of development.
What I like about this SITREP in particular is each member's little journal thing.
Also, I am seeing forward about that cave setting, can't wait to see it!

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2 years, 11 months ago

Later edit:
Oh, there should be Minc? instead of Minc?...Yup I hate when sometimes my name ends up spelled with ? instead of that Romanian symbol, it happens because a lot of internet software doesn't support it I presume.

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2 years, 11 months ago

Great job folks, I am really looking forward to hear the improvements in sound / music department and see the caves integration :-)

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2 years, 11 months ago

@ forgefire: Yes, there's a small holiday tomorrow here in Denmark. :) I can finally sleep a little longer!

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2 years, 11 months ago

hehe me too. ahhh it's good to be in Denmark at the moment

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2 years, 11 months ago

I must admit that Gert's debriefing made me laugh out loud, I was at work at the moment, hopefully nobody noticed it, though I was getting couple of weird glanes... *If I ignore them, they will go away..*

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2 years, 11 months ago

Love it! ^~^

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2 years, 11 months ago

HOw about making part of Deadlock a collapsed part of the cave that has damaged that piece. That would be decent.

I'm liking this sitreps you guys are having though! :)

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