SITREP - Week 033

published Friday, 23 March 2012, 15:45 by Reese

Deadlock 0.3.5 is online next week. Until then you can pass time with this 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 [Store]

Read last SITREP [Here]

 

Team debriefing

Kim
Kim (ZPSHicks)
Game Director

"This week heks has been offline on a well-deserved vacation (doing immersive skiing research), after we'd deployed last week's ambitious shop overhaul featuring complete redesign with PayPal funnel optimization and thorough technical restructuring.

On the "game development" side of things .. it's all about getting everything ready for the next Deadlock update, which is really overdue (online next week).

I've spent this week prepping our work in Unity 3.5 and must admit that it's not been without frustrations .. primarily because occlusion culling of lights suddenly do not work for some odd reason. After a few days of testing / ping pong'ing with Unity, Anders decided to make a cool little update to our internal "Light Performance" script which now toggles light on/off based on the occlusion culling of special light colliders inside our light prefabs .. It works fantastic and performance is acceptable and way better than calculating all lights at all time.

I'm currently committed to getting the best out of the new 3.5 image effects like the HDR (High Dynamic Range) rendering pipeline which based on tonemapping post-processing allow for simulation of screen pixel values beyond just white (255); over-exaggeratedly demonstrated with the "picture of the sprint" below.

One of the current limitations of our server tech is that we can only support 1 map online at the time (soon about to change), so for this next update we've decided to make CR1 online again, so we can get a few test runs done with bullets everywhere.

Other than that we simply can't wait to start implementing more of our hard core tactical gameplay to give more intensity and meaning to our multiplayer.".

heks
Mikael (heks)
Lead Programmer

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








New rendering pipeline in Unity 3.5 allows us to process our pixels in High Dynamic Range (HDR); allowing complete control of colors, brightness, bloom and flares etc. to achieve much more realistic images and quality! (Over-exaggerated here for effect
"New rendering pipeline in Unity 3.5 allows us to process our pixels in High Dynamic Range (HDR); allowing complete control of colors, brightness, bloom and flares etc. to achieve much more realistic images and quality! (Over-exaggerated here for effect)".

Anders
Anders (cptKickASS)
Lead Artist

"For the last few weeks my focus has been on animation, Unity 3.5, performance, flashlight and laser light. I started out by updating all our movement animations, and did additional animations, so that we have animations for more movement speeds. We now have walk, run and sprint animations in all directions.

Then we updated the project to 3.5 and that gave me a few "refactoring of code" assignments. This last week, I did assets and tech, so that we hopefuly will have flashlight and laser light for the next release, it still need to have heks's coder eyes on it.

Kim and I also did some tech for the lights in order to draw them more efficient, which should empower us to handle more dynamic lights in our scenes".

Jess
Jess (NecroSonic)
Level Designer

"It has been a bit quite in the level design department lately due to the switch to Unity 3.5. Some of you may know that the possibility of doing a level design competition has been discussed on the forum. This competition has been a bit delayed but WILL happen and hopefully we can launch it next week.

The details will follow once the competition starts but the core idea is that members of the community will draw an overview picture of a map layout that you would like to see in Deadlock. Kim and I will pick a winner (yes there will be a prize) and I will start creating a new map based on the winning concept. This way we believe that all will be able to take part in the competition as it solely about imagination/creativity and not the technicalities of actually constructing the level so that it works with our code and all.

I am hoping to see some cool ideas and I am suspecting that you will once again blow us away.

If you want to brush of you level design theory this might be a good place to start: http://www.johnsto.co.uk/design/making_dust2. If you find other good resources like this be sure to share them with the rest of us.

Nicolai
Nicolai (Reese)
CEO & Composer

"I've been using a lot of time cleaning up in the piles of administrative papers and solving those annoying "loose ends" we always seems to get when digging ourselves a mud-hole of creativity.

Despite these "boring" news I somehow did manage to compose a full Deadlock music theme which will be implemented in a soon to come Deadlock update, the briefing room and in one of Kim's famous in-development community videos
".

 

New SITREP standard

Our current Deadlock release process consist of 2 to 3 week sprints. In order to optimize our production-flow we have decided to rearrange how we do our community updates; hence this Friday's missing SITREP. When we release an updated Deadlock version this includes a Battle Report (changelog, article etc.); our SITREP's will continue, but on a mid-sprint release schedule.

So:
Every 2-3 weeks (sprint): An updated Deadlock version is released

Every mid-sprint: A SITREP is released.

 

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

 

FOR THE LOVE OF THE GAME
Nicolai (Reese) & the team at Zero Point Software

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 ago

Nice Landshark !
I'm definitely going to read up on the making dust_2

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2 years ago

You guys are inspiring, I just started dicking around with Unity myself. Good to hear we can sprint now (and hopefully will have laser sights soon)!

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2 years ago

You've been busy. Anders, it sounds like you've done some amazing work with animations. Thanks. I know they'll look beautiful :)

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2 years ago

Oorah!

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2 years ago

Unity 3.5 is looking great. I'm glad it is useful to you. I'm still learning it. And the shark looks great too.

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2 years ago

LANDSHARK!

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2 years ago

shark with this his best bud XD

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2 years ago

Juhuu, Level Design competition! Can you even share basic building blocks and a simple 1st person controller? :D Elevation can be very hard to illustrate with 2d drawings :D

LANDSHARK! OINK!

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2 years ago

Great Game, If only i didn't need a credit card to pay, I would be a spearhead as well :/

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2 years ago

@Alf101

You can also pay with PayPal.

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2 years ago

I can't wait to see the performance and visual updates. It's time to bring some lasers and flashlights to the party :-) Too bad I won't have enough time to participate in the map design competition.

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2 years ago

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2 years ago

These sitreps don't have as many comments as the battle reports.

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2 years ago

keep it up guys, loved the "i believe" video too

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2 years ago

Really cool guys, glad to hear you want to include the community with the level design contest. out of curiosity, would it be okay if we submit a video instead of just a simple sketch? (I am a 3d artist and would love to rough out my ideas in Maya and submit a play blast).

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2 years ago

http://youtu.be/EQxDSv4Rqzw

Preview of the updated map

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8 months ago

Why there are no more sitreps

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