23 October 2007

FoF weekly update #2

This week, on FoF ...
  • Our team has switched back to Torque 3D. Peter (lead programmer) and I felt that Half Life 2 was getting to complicated with the different modding tools necessary to make it work
    • This took place during an msn conversation on Monday Oct 22.
  • I am currently working on a level diagram for our game
    • Our game will be a single level consisting of 4 life stage 'zones'
    • Another way to look at it is 4 levels that are seamlessly connected (no flashy obvious start and finish points)
      • Each 'zone' will gain in difficulty to stop the player from moving too far ahead without taking the time to find points and grow up
  • I've updated the wiki to include some new scope, and timeline
  • I had an msn conversation with Angie (sound designer) where we began to discuss character and element sound. She will be gathering sound over the next few days, we have a meeting planned for this Friday, October 26 to go through and start picking what is appropriate.
  • I had a meeting today Tuesday October 23 with Diana and Kick (animators) where we discussed what modeling and animating will be done next. Details of this meeting can be found on the wiki under "Meeting Notes" category.
    • we are trying to stick to the essentials so that the game is realistic for the time that we have
  • I have a meeting planned with lead programmer tomororw Wednesday October 24 to begin programming our engine, deciding what comes first/has priority, diving work, etc

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