SITREP - Week 027

published Friday, 25 Nov. 2011, 16:45 by Reese

What do you get if you mix a bunch of highly dedicated game developers with a camera and some liquorice? Find out in this weeks SITREP, it's a double-dare :)

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

"Last Sprint ended successfully with the CR1 map getting very close to where we want it to be when we start inviting you guys/gals to play Deadlock, soon. I've spent a bit of time adding rain particles to one of the weather modes and have committed to giving all weather modes a lot more love in general, including a special little treat for launch (not lunch)! :)

Besides working intensely on CR1, I'm also focused on tweaking a few of Anders magical new shaders and is coordinating with Jess on a map he'll commit to releasing inside Deadlock at some point in the "near" future!

Can't wait! :)".

heks
Mikael (heks)
Lead Programmer

"Another week, another sprint release.

I ended up delivering a functional version of the marine that is no longer based on Anders' character prototype, but rather on the framework that is Deadlock. It's working beautifully.

For the current sprint I'll mainly be looking into the - perhaps most important thing in an FPS - shooting!

In other news I decided to award the team a Skipper Pipe each in honor of the sprint release. Look below for triple-A posing ;-)
".

Scribblehead
Jesper Andersen (Scribblehead)
Concept Artist

"'Its that time of the year again…xmas feeling in the air and i'm getting mucho work done. As of now i'm sitting around and putting the absolute final touches on the exterior of the main Deadlock module building (concrete style…though don't worry, Kim is keeping a close eye on the badass to 80s-concrete jungle ratio XD). Crossing my fingers that it'll make for a nice PotW some time in the future :P.

Next up is more weapons i think….still have got some interiors to do - but i'm pretty sure Anders will have to check up on my architectural skills first!

And great…i've started playing both Skyrim and BF3 side-by-side, goodbye social life, i'll see you in 2012 :D!'".


"Gamedev's, wannabee fishermen, crab people or even Jack Sparrow? Resemblance? Aye!"
"Gamedev's, wannabee fishermen, crab people or even Jack Sparrow? Resemblance? Aye!"

Anders
Anders (cptKickASS)
Lead Artist

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







Jess
Jess (NecroSonic)
Level Designer

"Back from the dead (for a while).

I am visiting ZPS HQ today to talk to Kim about future maps for Deadlock. From January I will be dedicated to a single map. No more crazy prototypes now it is the real deal. In the immortal words of Duke: It is time to kick ass and chew bubble gum - and I'm all out of gum.

I have a pretty clear image of the map I will be building using some of the elements of the prototypes that I have been working on for the past weeks. The new map will be pretty different from the Combat Range01 that Kim has been building, by focusing more on bigger buildings that will house more of the action and by having a little less open country
".

Nicolai
Nicolai (Reese)
CEO & Composer

"Ive finally got enough basic material, inputs and details to plan implementing the sound design for CR1 (Deadlock); the next couple of sprints. This basically means sound design and tech/audio code in areas such as Guns, Movement, Ambience and Roomtones as well as I need to implement some (functional) trigger- and reverb volumes.. and the likes :)

I have a stockpile of audios ideas (and music in development) which goes way beyond the above but then again; time and ressources are always the issue. So, "For The Love of Iterations" i faithfully continue my quest for establishing "Realistic sound" :)


InterstellarMarines.com Summary

Picture of the Week 0048

This "late" Picture of the Week is taken near the "new" Area B on the Combat Range 1 Deadlock map, which has just gone through its 3rd Iteration internally. It's really exciting for us to slowly materialize where we'll soon be fighting each other in tense close quarter tactical combat!

 

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, 4 months ago

It seems like you have better progression using these sprints. That's a good thing, really. I'm kind of missing presentations of your awesome work, though. On the other hand, the time it takes to make a demo can also be spent on productive work... hard one to figure out...

Anyways, have a nice weekend everybody!

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2 years, 4 months ago

Love the SITREP, and have a jolly good weekend guys!

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2 years, 4 months ago

Good sitrep guys! (not to mention good group picture...!)

*pokes the team and remind them about open door developmen*
You really should consider doing a "Sprint status" or something similar whenever you end a sprint, not like you need to put in a ton of work, it could simply be an extended sitrep every 7 week. Anyway...might not be a problem once we actually get our hands on deadlock as I can imagine it will be easier for everyone to actually see the progress by then.


Ps. it always feels like someone poking me in the stomach when people make it sound like the Duke said "It is time to kick ass and chew bubble gum - and I'm all out of gum" first, when in fact it is a very very epic quote from a movie by John Carpenter called "They live" and is said by Roddy Piper ;)

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2 years, 4 months ago

forgefire was faster than me with the quotation :D

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2 years, 4 months ago

First of all, great photo :D in sherlock holmes style!
and very informative sitrep and have nice weekend peoplezzzzzz!

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2 years, 4 months ago

Great team picture and good sitrep. I hope soon means a few weeks not a few months ;)

Here's a question for my favorite devs. Are you cooking up something special for christmas? maybe even a Deadlock release? I hope so; it would be the best christmas present ever.

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2 years, 4 months ago

hey zps team how far are you in making firstcontact REALLY in percentage please!

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2 years, 4 months ago

Sould like one of the best christmas presents is well on it's way :-) I can't wait to test the character movement and shoot all those guns on the new map :-)

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2 years, 4 months ago

Umm, Claymore... are you on Steam? Just asking.

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2 years, 4 months ago

That group picture just made my day :D

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2 years, 4 months ago

@ZPSHicks: RAAAAIIIINNN!! :D Can't wait to see that. Sorry didn't mean to shout. :P


-Leowolf-

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2 years, 4 months ago

So, developers... Please tell marine your, er, progress in First Contact or he'll never believe it :D

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2 years, 4 months ago

YAYER!! Piber! I've loved those since i was 5 or so i think :-D

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2 years, 4 months ago

@Gortos Trying to wheedle information out of the devs?

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2 years, 4 months ago

Killin' time and making comments on your sitreps.

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2 years, 4 months ago

I (!) know that they'll propably start development on First Contact's campaign after the fifth playable slice^^

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2 years, 4 months ago

your probably right they really should develop it after that but i think in the past 3 years they have been working on the mechanics, AI some levels and there about 25% done

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2 years, 4 months ago

Ok enough is enough about this silly question.

Here goes:
http://www.interstellarmarines.com/forum/th
reads/id/1228/?page=1#snap_post32126

Read that. And understand that after the switch to unity the focus has been on creating the slices we have all seen so far. Back in the old days they were 20 guys, right now they are 6 and their time is spent on deadlock. So no - 25% is just plain wrong considering all the content needs to be moved (or even recreated/coded)

Of couse the development of deadlock will eventually make it easier to develop first contact.

No more of this...lets move on :)

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2 years, 4 months ago

Ooohh, first contact and we can probably blast some alien butt.

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2 years, 4 months ago

righto good man!

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2 years, 4 months ago

but they are working on first contact you know

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2 years, 4 months ago

i have no idea how to ask them there progress on unity but can someone please do that or eplain how to ask the devolpers thingy i dont know!

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2 years, 4 months ago

Kendzi: Yes, but not very often these days.

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2 years, 4 months ago

Alright, there are like 500 Claymores on steam O.O

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2 years, 4 months ago

Lol.

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2 years, 4 months ago

@marine565_spred: Estimating the development progress on any software product is not an easy task and in most cases are more guesswork than verifiable fact... If you ask every person on the ZPS team about the progress on 'First Contact' you'll probably get percentages that could deviate as much as 80% or more!

What I can tell you is that we're currently working on our next slice which is called 'Deadlock'. Unless Kim has started some secret project on the other side, unbeknownst to me or the rest of the team, there is no _active_ development on 'First Contact' at this point in time.

As has been noted on many occasions - most recently by forgefire in the above comment - the development of the game slices will make the development of the trilogy easier - and thus faster - for us as we'll have assets, code, proof of concept and (perhaps most importantly) an active and engaging community who believe in our way of developing games!

@Kendzi and @forgefire: We'd love to present our sprint releases and in fact have talked about this for some time now but as you've guessed we don't want to spend too much time on doing this (since it would take away from development time). We're very open for suggestions.

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2 years, 4 months ago

As I mentioned some sort of extended Sitrep might do it - more or less a summery of what people have created the last sprint. Add a few extra screenshots or music bits something similar.
Any sort of "release" would most likely take to much time as you mention yourself.

But yeah... I am guessing it wont be an issue when we get to see deadlock and whatever iterations happen on it after launch - and hopefully after the public release of deadlock we will be so busy playing the damn thing that we wont hardly miss the news ;)

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2 years, 4 months ago

i cant wait to hear what the next slice is!

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2 years, 4 months ago

You want suggestions?

http://imageshack.us/photo/my-imag
es/827/developementvisual.png/

This would not necessarily lead to more prototypes, but you won't have to wonder after each sprint, whether to actually show something or not. Because it's planned beforehand.
Also, the audience would roughly know if a demo is close by or weeks away and one could see, if the controller in a demo is the current state of developement, or how old the used map is (and so on).

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2 years, 4 months ago

I'm loving that picture! Great news as always, guys!

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2 years, 4 months ago

With deadlock is it going to be another in browser or will it be standalone?

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2 years, 4 months ago

@forgefire

Like Heks mentioned, we've been talking about a lot of ways to show our progress and make development even more open to you guys, even going as far as to make a suggestion on having open chat sessions along with the SITREP's or podcasts where we'd answer questions that are sent in...but its incredibly difficult to settle on something that adds to the way we can communicate progress.

Honestly i would love to just show you guys updates all the time, and make everything as transparent as possible - the guys here are working extremely hard to push out content, but updating takes time.
It pretty much all boils down to "do we want to push out deadlock to ya'll as fast as possible or do we want to have that the development speed is hindered by constant updating"...so its a case of having the cake and eating it too i guess :)

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2 years, 4 months ago

Y'all are giving me enough to live with, I don't get the complaints. Maybe instead of everyone suggesting big giant updates, they could just suggest sending out tidbits when you've got a moment. Hint hint, wink wink, builds up to a full update after a bit to everyone that wants more updates.

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2 years, 4 months ago

Yes, what you give us now is enough, don't worry.

Dingo, do you suggest something like a Twitter feed? Could be a good idea, if it doesn't take too much time...

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2 years, 4 months ago

I think the infos are sufficient, but like with every thing else if you get a little bit you want to have even more and more.

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2 years, 4 months ago

Looks like I am the only one who thinks we are bit low on the info end? :)

Maybe it was simply me who had expected more info when I first read about approch to the development of deadlock (http://www.interstellarmarines.com/articles/news/
log-entry-018/) zps wanted to take. I can totally understand and respect that working on the actual game is important - but 9 months ago we were told "you will soon be able to test the initial ideas we have" and besides the two maps (where espcially the latest was very impressive!) and some early sound prototypes I honestly feel this isnt as much "open door development" as it is simply normal development with a close connection to the community :)

I dont mind "normal development with a close connection to the community", but to call it "open door development" is a bit of a strech in my opinion:)

Now back to work ZPS - dont mind me...get deadlock finished instead :D

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2 years, 4 months ago

Normal development with close connections to the community is just "Hey, aren't you excited it's coming soon? Here's some vague screenshots of things exploding so you can say OMG can't wait!"

ZPS is being really straight forward and open about everything. "This is what we're working, this is what we've got done, tell you more about it once we get some free time, but right now we're busy doing this this this and this." I mean what more could you need. If they're here updating every five minutes, they'll just keep updating about the same stuff and never finish it. Their current updates are great. I feel incredibly in touch with where the development is at this point in time. It'd drive me nuts if they popped on to update about every little thing. "Heck yeah, finished a fourth line of code!" "Alright, the standard marine model's left pinkie finger is slightly straighter now!" Cut them some slack, dude.

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2 years, 4 months ago

hey guys at zps do you mind if i send you a IM demo i made with unity?

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2 years, 4 months ago

I don't really want to get between the lines of Forge and Dingo (would probably end up bad), but they both have valid points.
I'm with Forge, because I feel there could be more demos. I mean, every times I read "we got this and that done." I'm like "Cool, show me!" and I also think there are significantly less demos recently than there were some months ago, while the progress now seems to be much more of the visible type (maps and models).
On the other hand, Dingo has a killer-argument when she says there is already a huge amount of written progress-description. The weekly SITREPS couldn't be much better. I mean, every single developer writes about what he has achieved. That's the most personal experience I have ever made with game developement.
So yeah, maybe it's just me being silken (couldn't find a better word) by all the presentations that used to be delivered. If I had to choose between a soon release or weekly demos, I'd take the game for sure! Though, my inner craving for news and updates makes me think one unity prototype in 1-2 months wouldn't hurt. And there is also a helping aspect from the community. You can only expect feedback, if you actually show something and I remember you guys being very eager for feedback.
So yeah, I won't stop supporting or anything as long as you don't stop posting ALL kinds of updates. After all, you are the professionalists and we are the fanboys/-girls.

My regards, Kendzi

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2 years, 4 months ago

very well written Kendzi. i think that we get more info that you can ask for. it may not be as open as we/they want it to be. but we sure get to know the project and the peoplebehind them very well.
i can agree though, that it's been a while since their last "demo" of some sort ;) wink, wink.
but isn't it more important to get deadlock done than we get almost daily updates about this, this, and that.
I think that the sitrep/picture of the week has a good amount of info about what has been done this week.


QUESTION TO THE COMMUNITY
would you rather have?
A: small updates with a tiny bit of info at a daily pace?
B: a rather big update once a week with lot's of info?

i personally chose option B because i think that the sitrep/PotW has lots of info and you sort of have something to look forward too every friday. which is nice.
but that's just my thoughts. i'm sure that you'll agree/disagree with me a lot.
so feel free to tell me wrong/right ?B;-D

FtLotCatG

For The Love Of The CommUNITY & The Game

With regards from, Kasper V. H. Smidt

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2 years, 4 months ago

And remember, they are "only" 6 or so guys working on this at the moment. patience is a deed. ;)

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2 years, 4 months ago

You could try some livesteaming, like a livesteam of someone making an art asset. I'm certain some people would love that; I'd be interested in watching someone create some concept art myself :).

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2 years, 4 months ago

@JerreyRough: +9001

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2 years, 4 months ago

Pssst.... ZPS today sorta proves my point :)

Granted there are still a few hours left of today but hopefully you guys arent working this late hehe.
Dont promise and say things you cant keep please. Lukily you have never done this in regards to slice/game content (quite the opposite!) which would be way worse ;)

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