29 October 2007

FoF weekly update #3

  • I've done a boatload of research on the Torque engine
    • I've been doing research to understand the engine in general
    • I've been researching and finding solid links and articles and giving them to the team so that each member has information that is helpful and relevant to what they are working on
  • I had a meeting with Angie on Friday Oct 26. We further discussed the sound design of the game.
    • We went through a series of environmental and action sounds that will work for our game
    • We looked around for theme music for our game. We've decided to go for a jazz fusion sort of style; we think it will be refreshingly different for this genre of game, and won't be irritating to the player (no words, not too repetitive, and something that they likely have not heard)
      • St Germain seems to be in the running for this; jazz fusion with ALOT of variety in terms of calm, uptempo, and intense music sans lyrics - lots to choose from for general gameplay and fighting
      • We want to have different music for each of the four life stages (which I should probably just start calling levels - so I will) to keep the game consistent with the idea of growing up/evolving
      • In terms of what he will say, we are leaving that until a bit later when we see how the game looks/feels so we can keep consistent
    • I had a meeting with Diana and Kick on Tuesday Oct 23 (I think this got put into the last update so I wont discuss it again)
      • Magy helped us find a document on exporting models and animation from maya to torque, so that really helped us out alot; the modeling and animation is well under way.
    • Peter and I worked during lab time to get familiar with the engine; we are modding the fps
    • Had a meeting/work session with Peter on Thursday Oct 25 in the open lab. We worked on the fps; its baby steps right now because we are just figuring out how the engine ticks, but I am confident that we will learn very quickly; Peter has already figured out how to work with gravity under water, so thats wicked
    • I am working on creating the terrain and texturing it for the game. Odds are this will evolve greatly after testing.
    • I think we should implement gourad shading to make the graphics suit our game better. There doesn't seem to be a ton of info on this, so I'll keep looking.

The wiki is still down; borrowing server space from a friend was a bad idea. I'll post more up on the blog for now to compensate, but I will have to get something else up and running for us to more easily store info. In the following week we hope to
  • have basic terrain completed
  • imported a model into torque/ possibly animation if we find ourselves at that stage
  • begin working on a basic prototype so we can user test the week after

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