SITREP - Week 011

published Friday, 1 July 2011, 15:00 by Reese

Conceptual department is back online, SCRUM re-initiated and Kim reveals more of Deadlock. Read more in this weeks SITREP

Please remember that you can support the development of Interstellar Marines by upgrading your profile to Spearhead or Frontliner, or by purchasing a few Support Medals in our [Shop]

Read last weeks SITREP [Here]

Team debriefing

Kim
Kim (ZPSHicks)
Game Director

"First part of the week was spent taking orders from Heks our new profoundly appointed Scrum Master of the Universe; User Stories, Backlog, Sprints, Poker Planning its all part of "Scrum" which we've worked with before .. but now its time to ace its potential as the most effective way to plan and develop our games iteratively - Stay tuned as we'll properly share our current sprint goals in the near future.

From a more creative side of things; I'm currently writing and concluding a DevBlog called "ITO Training Grounds (Art Direction)" which will be online later today filled with research references .. slowly becoming the Art Direction template for Deadlock, which is already guiding Master Von Cotta down his creative path to further conceptualizing our potential. Back to work!"

heks
Mikael (heks)
Lead Programmer

"SARA: Entry mismatch. Subject appears to be offline. No record stored this week"







Cotta
von Cotta
Concept Artist

"After a rather long break that took me to Iceland for a year and a
half, I am back at ZPS, and will be cranking out concept art en masse,
so you guys can have some new pretty pictures to look at from time to
time.

My time in Iceland was spent at CCP games, where I mainly was doing
conceptart to the new character creator for the Incarna expansion for
EVE Online. But now I am back in good old Denmark, with an even bigger bag of tricks, looking forward to explore and visualize the dark, futuristic and violent future, and hopefully help to shape the further development of the game.

Interstellar Marines is a great concept, and it is a great learning
experience, working with this team of talented, and slightly mad space
monkeys. But mostly, I just dig painting over-the-top sci fi mayhem.

Marines, I salute you
Semper Fi"


"It's finally time for some audio and music production on a paper clean desk.. The joy :)"
"It's finally time for some audio and music production on a paper clean desk.. The joy :)" /Reese

Anders
Anders (cptKickASS)
Game Artist

"Last week went by with exams. I Teach at the IT University in
Copenhagen, and had my "kids" to the exam.  This week has been
prepping for building rig and animation pipeline when I start my work
again at the office, I have settled for a design, and will be building
a new rig next week. I'm looking forward to share the work with you".






Jess
Jess (NecroSonic)
Level Designer

"Kim just dropped the bomb on me yesterday: “Deadlock will have one single map, but it will be a huge facility that SARA operates dynamically, staging game modes by opening/closing different sectors of the map, controlling the light, the weapon load-out of the marines etc.”

Of course I was like: “That’s awesome. Having it all as one map will make for a much more believable world.”

The big challenge imposed by this idea is obviously, that the map needs to accommodate all the different game modes. It will take very careful planning to get the individual sectors just right, because you cannot change a room or battle arena to be great for death match if it makes another game mode unbalanced. If the facility is big enough the different sectors will not have to be featured in all game modes but still... I think you get my point.

Next stop is definitely a design meeting to lock down all the different game modes that must be playable in this environment, so I if you have a great idea for a new type of multiplayer game mode that needs to be in Deadlock, now is the time to speak up".

Nicolai
Nicolai (Reese)
CEO & Composer

"Getting my hands dirty with the Unity Engine working with the basics of sound design and iterating on different soundscapes using the maps from Jess. I also managed to find time for some much anticipated music production".







 

InterstellarMarines.com Summary

 

Picture of the Week 0037

From left stable, 3-round burst and high caliber models. Heavily inspired by real-life counterparts, can you guess which?

 

Thanks for your support and feedback on our community website.
Feel free to preorder and support us by upgrading your profile.

 

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

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Comments

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2 years, 9 months ago

Welcome back Mr. Von Cotta. :)

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2 years, 9 months ago

Hello all.

Maybe an idea for a multiplayer mode could be whatever marines have been fighting against each other have to work together to survive several waves of the robots seen in Running Man. Not exactly an original idea, but it could be done.

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2 years, 9 months ago

SITREP is great! Sharks every week! Who else found them?

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2 years, 9 months ago

Go Cotta! Welcome back and looking forward to your amazing work again!

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2 years, 9 months ago

a new idea (actually i think someone already said it in the forums) is to have a team deathmatch except once in a while, SARA releases a shark creature and wichever team kills it gets a bunch of points.

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2 years, 9 months ago

Thanks for another great SITREP. I love how NecroSonic collects ideas from the community.
So here is my suggestion for a multiplayer mode: It is based on a Team-Deathmatch, but instead of spawning the marines with full capacity of ammunition, they would just be gives like 10-15 rounds. To refill this capacity they must use one station out of 2-4 deployed over the map. Don't know if other games did something similar. I haven't seen it before and it would add to tactical shooting and Teamwork.

My regards, Kendzi

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2 years, 9 months ago

Random SARA selected player hunt (all vs one or one in each team) or defend the general game.

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2 years, 9 months ago

I love you folks, the new concept is great and it's always nice to see some old faces returning :-)

Since microphone input is already on the Unity roadmap for 2011, I think it would be nice to have some training coop in Deadlock. http://www.youtube.com/watch?v=H2KNI2LQbPU Simple moving through the area with some stationary targets would do. They should be placed in such a way that a single man should not be able to dispose of them fast enough and the target would trigger sound / light effect 1-2 sec after having a visual contact with the marine.

Coop firing range would be nice as well.

If the purpose of interstellar marines was to face alien thread, something tells me the command would not tell them the whole story and rather go along the path of finding an excuse (marine must be ready for anything...) for weird and unorthodox training methods with a strong focus on the element of unknown. One part of the training could be focused on this, marines could call it the "madhouse" while the instructors would call it "the falling ship scenario". Alarms everywhere, emergency lightning, floor leaning left / right, training bots spawning on random places and 5 minutes to find a scientist's laptop (that would always be on a different location.) and reach te extraction point. Marines would have no map of the area - command knows the army plans to use a powerful EMP weapon against any alien thread and risks of disabling their own electronic systems are high. That's why the marines use kinetic weapons in the 1st place.

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2 years, 9 months ago

so I if you have a great idea for a new type of multiplayer game mode that needs to be in Deadlock, now is the time to speak up".

assault like the old UT, team take turns to attack and defend. In this case it could be training for seizing and seaching a spaceship, spacestation. Choke points, improvised barricades etc. to make co-op a necessity.

Apart from that I agree on earlier commenters, IM command would want their soldiers to expect the unexpected, and this would reflect on their training complex.
- Enviromental ; lots of hazards in space, marines would ideally know that disturbingly creaking noises, would mean structural integrity failing, which means A. Visors down B. know when to grab something hard C. avoid standing next to pressurised tanks, stacks of pipes etc.

Command maybe anticipates that aliens will have mind control abilities, teleportation etc. which would lead to a mission where the only outcome is failure, just a question of how much...
Mind control would kick in at random, giving orders to members of the squad.
Alien would teleport around and instakill.
I remember my days in the military, when we learned something they would always put these immense constraints on way we did things, so we trained and did horribly, when suddenly these contraints were lifted, we executed it perfectly, as it was simple now...

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2 years, 9 months ago

Okay.. After pressing the pictures of the team i am scared of playing the game :-p (Just kidding :-p (or am i? :-/ ))

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2 years, 9 months ago

Game modes eh?

Well, you've got multiple areas to use and unlock, so why not give players a mode to unlock more? Perhaps players have to get points and get early access to these areas, allowing for said players to set traps and get into defensive positions. The map could then be ever expanding and moving to new areas, with older areas getting closed off so the map isn't too big.

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2 years, 9 months ago

Thank you all for your input regarding game modes for Deadlock.

We will do a gameplay meeting next week to set the specifications that the level design will have to accommodate. I'm not sure that sentence makes sense, but I trust that you guys know what I am trying to say:). Anyhow, we will be sure to discuss all your great suggestions at this meeting.

That also means that I will try to make room for a trip to Cph to join up with the rest of the team (remember that I am stationed on a forward base on the dark side of the moon) and I am very much looking forward to that.

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2 years, 9 months ago

A mixed play style between coop and deathmatch would be funny, both teams are first play the serious tdm, then after "idk" (a explosion or a contermination of sharks), both got to hit the same spot (for activating something or get in a safe area or maby get the Support Mech activated). Or if u would make that we are able to play as sharks, then just copy some of the elements of Natural selection it was a stunning game style.
Iam dont know much about the story and my english isnĀ“t that usefull but i hope i could give any suggestions.

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