SITREP - Week 013

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

Last SITREP before our much needed summer holidays. But wait a minute .. where did the sun go? .. ARGH! We have way too much rain in Denmark at the moment; Our orbital solar deflectors may need to be realigned.

Picture of the Week and Ask the Developer is paused for the next 3 weeks during our summer vacation. Both initiatives are back online from Monday the 8th of August!

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

"This week have been the perfect build up to "our" upcoming holidays (next three weeks); Plenty of creative conceptual ping pong with Cotta on his current assignment; selling a few concepts of our dynamic weather system (Rain, Thunder, Day, Night etc.) which have already helped me in the creation of a small day/night cycle lighting prototype in Unity.

Yesterday we had a very constructive design meeting with Jess (on our crazy ambitions to make a cool "Multiple Maps in One Map" Deadlock setup) which we're extremely excited about because it'll allow us to take Deadlock past other multiplayer experiences available in competitive FPS games.

The day/night lighting prototype as well as Cotta's masterful conceptual work will be online in a few DevBlog's once we're back from vacation. Please enjoy the summer and then I'll "see" you guys/gals on the other side!
".

heks
Mikael (heks)
Lead Programmer

"This week has been all about "less talk, more code".

Although I've had a few concerns with Unity, the code now seems to be shaping up nicely for the end of this sprint (ending next wednesday). In short, I've been working on authoritative connection handling, marine spawning and possession, and client-side prediction/movement.

Since the other guys are going on summer holidays I'll have 2 weeks by myself, before Anders is back from vacation. In that time I'll mostly be looking at how we go about "pulling off" Deadlock in a meaningful way; how do we produce a game in ODD (Open Door Development) where we get the community involved in testing and feedback as early as possible, and as we constantly refine and perfect the game. It will be a challenge for sure!

I will also be able to research a network library that I just recently found, which (on paper at least) seems like a perfect fit for Deadlock. You see, I still have this nagging feeling that something might be amiss with the rather simplistic networking functionality of Unity3D; a feeling that was additionally fueled by Spectre1989's recent comments.

We'll see in a sprint's time or so...
"

Cotta
von Cotta
Concept Artist

"This week I have been doing some more work on the modular cave
environment. It should be ready to be shown to you guys after the
summer vacation. I have a feeling I will be working on this for a
while at least. Lucky for me, I really enjoy it, and it's great
practice.

Other than that, I have mannaged to get a cold. A cold, in friggin' July".


Deadlock taking form
"Deadlock taking form"

Anders
Anders (cptKickASS)
Game Artist

"Last week was first week back at the office, and it still amazes me
the energy that the company contains. Currently I have part time at
the office.

I now have a new character rig for animation, and a rig for exporting
to the engine. The next step is to build the scripts to transfer the
animation to the engine rig, and exporting it to unity. Heks and I
started talking about the Character controller and the needs and
changes we have to make, for it to work with the network code".

Jess
Jess (NecroSonic)
Level Designer

"Yesterday I went to ZPS headquarters for a briefing on Deadlocks level design. As expected Kim had some great (and mildly insane) ideas for the environment of Deadlock. The single biggest design choice is that Deadlock should not have separate multiplayer maps but rather a series of interconnected sectors that SARA can open/close/configure according to the training scenario that she is staging. A 2v2 scenario might use only a single sector sealing off the other areas, whereas a 4v12 might use several sectors.

It will be a challenge to design the individual sectors so that they work across multiple game modes and interconnecting the different sectors in a meaningful way that does not obstruct the gameplay in any of the game modes. But if IM is not gonna raise the bar in terms of level design for FPSs who is:)


Right now I am concerned with more low level stuff figuring out what kind of props we will need for the individual rooms, so that Anders may start working his magic
".

Nicolai
Nicolai (Reese)
CEO & Composer

"I've finished a soundscape featuring different environment and mood settings for Deadlock, which means next step is to make it all work in-game as soon as possible".







InterstellarMarines.com Summary

Concept Breakdown: Exterior Training Modules


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Comments

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2 years, 9 months ago

Sounds jawsome! Enjoy your holidays guys, you've deserved them!

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2 years, 9 months ago

Awesome news! The multiple game modes on one map design is defenitely ambitious, I hope it's going to work well. I'm glad Heks started to reveal what dark secrets he's been working on :-) 4vs12 - can we expect asymetric balance or bots?

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2 years, 9 months ago

4v12.. sounds tasty. I get hunter hunted feeling.

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2 years, 9 months ago

4v12 sounds fun. I hope the four have better equipment available lol.

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2 years, 9 months ago

@Heks sounds really promising, I'll be very interested in how the network side of things goes in the weeks to come. Are you able to comment at all on what the plan is with regards to client side prediction? As I mentioned last week, when implementing source-engine-style rewind and replay in client side prediction, I've had to write a RigidBody class from the ground up to allow for replaying to happen. If there are other ways around Unitys quirks then it'd be very interesting to hear them, only if you're allowed to tell us though of course =)

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2 years, 9 months ago

As usual, it is great to hear about the developement in detail.
I wish you guys nice holidays and heks: thumbs up for being a workaholic. :)

My regards, Kendzi

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2 years, 9 months ago

enjoy the vacation guys... hopefully the sun will come back to denmark after this week ;)

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2 years, 9 months ago

Here's a question: I've heard that Unity will soon have built-in pathfinding. Will you guys use the pathfinding from Running Man, or try and use this incoming feature?

Its been rainy way over here in Alberta too. Not good when you have to bike a sizable distance to work ;(.

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2 years, 9 months ago

There's a lot of feature for Unity on the way, including HDR rendering and some much appreciated speed optimizations :-)

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2 years, 9 months ago

Great Sitrep, enjoy your vacation fellows, i look forward to when deadlock is released. I hope it will attract more members.

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2 years, 9 months ago

Hey amigos - grabbed my helmet from the locker and wiped the dust off. Then I went into the darkest alien realms of Iceland and wasted a few sheeps. Felt good. Real good.

Anyway, was nice to smell the offices again and watch you spit out magic
- can't wait to see it all come together!

The coffee was nice too. Real nice.

See ya next time.


- Bokaja
"What do ya wanna discuss now? My favourite color?!"

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2 years, 9 months ago

dam been having some dreams about IM lately for some reason. Rest assured they are kick ass dreams. And dam they're exiting!

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2 years, 9 months ago

I was really impressed with the way the stage lay out is reconfigured on the fly in the Bullseye game segment. It sounds as if you guys are trying to do that on steroids for Deadlock.

Since you are still on the design phase, I suggest a list of ways for interconnection between the modules:
-Elevators
-Retractable Bridges
-Retractable Stairs
-Gates
-Moving Walls and/or Fences
-Rails (to slide modules or floor segments)
-Pistons (to lift / lower modules)
-Cranes (to move large objects within a room or move modules)

Judging by the concept art of the modules I see:
-Rooms
-Hallways
-Stairs
-Bridges

Mayb
e you could also add:
-Pipeline system (like drainage, but with more space) below the modules with gates that open and close paths in the drainage and may connect to a room or just exit to the open.
-Air Ducts above the modules, some modules are lifted and connect with the air ducts others don't.

An underground base needs ventilation and flood control, that's for sure. And that can probably add to the vertical combat that you guys also aim to put in Deadlock.


-Leowolf-

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2 years, 9 months ago

Aaah, Bokaja, ZPS character artist! Welcome back :-)

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2 years, 9 months ago

when will you release deadlock?!

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2 years, 9 months ago

have a happy holiday, ZPS!

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