SITREP - Week 012

published Friday, 8 July 2011, 15:00 by Reese

Two nominations, and yet another highly creative week of conceptualizing, maturing, developing, SCRUM planning and basically getting up to speed with a lot of aspects in regards to our first multiplayer release: Interstellar Marines: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

"My work-week began two days late, actually, after an extended weekend with the family in mighty Sweden (My wife is Swedish .. but you can't blame her for that! :) .. except the expedition was at the expense of this weeks Picture of the Week and Ask the Developer.

I'm currently coordinating with Cotta to help align his continuous conceptual work on
ITO Training Grounds and have also started documenting on our initial competitive edge with Deadlock; One underground cave map which can dynamically adjust weather, light, rules of engagement, objectives etc. to present the world with something no one have experienced before .. sales talk start: "All part of our ambitious commitment to change what people can/will expect from realistic science fiction in FPS games" sales talk end".

heks
Mikael (heks)
Lead Programmer

"With a "Roskilde hangover" on my conscience I started the week as our newly appointed Scrum Master, doing release and sprint planning in collaboration with my fellow teammates. This has (hopefully!) helped us align the vision and it seems like we've got a pretty good idea for where we're heading now.

We've also been tidying up our offices (our latest mantra being: NO LOOSE ENDS!) and restocking on office supplies etc. We're probably going to move our office furniture around next week to improve our work environment, with the recent influx of "new" people to the team.

The last couple of days I've been coding on the networking framework for Deadlock; it's nice to be back on dedicated production with clear doable sprint goals!
"

Cotta
von Cotta
Concept Artist

"A quick update here from the ZPS art department.
This week I have basically been forging ahead with the training ground
environment.

We are trying to nail the look for the modular elements, decals,
platforms, staircases, bridges, etc., and how they all fit together in
the vast underground cavern complex.

It is quite a task and there is a lot of communication back and forth
between me and Kim. But it is a good feeling, when you start to feel
like you are on the right track. And hopefully that is where I am now.

Semper Fi
"


"Whole bunch of tasks has been identified for IM:Deadlock using SCRUM"
"Whole bunch of tasks has been identified for IM:Deadlock using SCRUM"

Anders
Anders (cptKickASS)
Game Artist

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






Jess
Jess (NecroSonic)
Level Designer

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





Nicolai
Nicolai (Reese)
CEO & Composer

"I've been creating different soundscapes for Deadlock. Being kind of prototyping various ambience ideas and testing mood settings before I make it all work in-game in our new upcoming multiplayer map".






InterstellarMarines.com Summary

ITO Training Grounds (Art Direction)


Mentions this week

Interstellar Marines: Running Man has been nominated by European Games Awards in the following two categories:

Best European Browser Game
Best European Indie Game

We are obviously very happy for these nominations and we urge you all to head for the website and vote for us. We can't make it without you Marines :)


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

Join and follow us:

http://www.facebook.com/pages/Interstellar-Marines/80174683431  http://twitter.com/zeropointsoft  http://www.youtube.com/zeropointsoftware  http://www.indiedb.com/games/interstellar-marines  http://www.interstellarmarines.com/feeds/latest


Comments

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2 years, 9 months ago

Heks I know you've decided to go with Unity's built-in networking, but in a likely futile attempt to persuade you otherwise, here's an article you might find interesting if you haven't already read it:

http://gafferongames.com/game-physics/netwo
rked-physics/

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2 years, 9 months ago

i only see you nominated in best indie game, not best browser game.

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2 years, 9 months ago

@MaGNUs_Andersen: We've received an official EGA email revealing both nominations; I guess only time will tell which is wrong; the email or the web-page! :)

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2 years, 9 months ago

@spectre1989: I only just glanced over the article you posted (I'll read it ASAP!), but what exactly is it you think that's wrong with staying in-engine compared to using a middleware such as Photon?

Just to clarify a bit on my ramblings; I'm coding a system from the ground up that will facilitate authoritative servers, client-side prediction, client-side simulation of other players' actions and possibly server rollback (at some point).

Unity is a closed-source engine which (on the surface) makes it harder to pull off than an one where you've got engine source access, but using a middleware only increases this complexity as far as I can see, since I not only have those challenges, but I also have to "reconstruct" an abstract world simulation model in the middleware engine, for things like physics and geometry checks, throttling and relevance sets.

I've got a fair bit of experience from coding on previous multiplayer titles where I've worked with in-house, id's and Epic's engines, so I *think* that what I'm trying to achieve is the best option, given the restrictions and options we have with developing in Unity.

I'm genuinely interested in knowing more about what reservations you have in mind in regards to me choosing the built-in networking, and I admit upfront that I most definitely could've overlooked something! :)

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2 years, 9 months ago

congratulations guys!!!!!! really proud to know that im supporting such a hardrworking and enterprising team!!! cant wait for IM deadlock now after seeing the fantastic concept art ( well done cotta ;) )

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2 years, 9 months ago

So exactly how big is this underground training facility?

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2 years, 9 months ago

@Heks: Don't get me wrong, I wouldn't suggest Photon as a satisfactory alternative, I'm generally not a fan of RPC-based middleware, and found Unity's built-in stuff to be pretty sluggish and laggy. I've also never seen any particularly good examples of client-side prediction in Unity, I'd assume this is largely down to the inability to control the physics simulation, I've had to get around that in the past by porting a heavily simplified version of rigidbody from bullet to c#.

However, I've never shipped an FPS title, my experience of network programming has been purely in MMOs, which as I'm sure you'd agree is an entirely different (and much simpler) animal. Having said that, I understand that with a programming team of 1, you have to assess these things on a time vs rewards basis.

Spec

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2 years, 9 months ago

@ZPS: Congrat with the award(s)!

@voyager33mw: How big do you want it? :P I'm thinking a session should take less than 30 min. Should be just enough for a lunch time adrenalin kick :P

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2 years, 9 months ago

Congratulations on the nominations! Hoping Deadlock will keep some room for longer epic intense battles, after playing Red Orchestra with it's longer "wars" it really makes me want something that isn't quite as casual and quick as COD's multiplayer.

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2 years, 9 months ago

*counting how many SITREPS* Sitreps,sitreps, and oh MORE DAM SITREPS.HOW MANY ARE THERE LEFT!!!

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2 years, 9 months ago

Congratulations to the nominations. I am looking forward to see how the training level looks like.

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2 years, 9 months ago

gz

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