Game Development Community

Plan for Justin Mette

by Justin Mette · 09/16/2001 (5:45 am) · 2 comments

The second week of development on Myrmidon has been plagued with distraction, as has the life of many people around the world. Personally, I was in Redmond, WA when the attack occurred for some mobile development labs at the Microsoft campus. I was finally able to get home on Friday as the first planes began flying again. On the other side of the country, Dave was starting a new consulting gig for his day job - which is always a time consuming process. Even with the distractions this week, the team was able to make some minor progress which is detailed below.

Camera System
Nothing new to report this week.

Character Movement
Nothing new to report this week.

Collision Detection
Nothing new to report this week.

Design Forums
More discussions on how a Myrmidon Soldier will look. A more organic feel to the implant system was illustrated by Derek - much to the liking of the rest of the team. Jim also provided some examples of user interface elements from Deus Ex for inspiration.

Development Environment
Dave has been working on determining why the VC6 project will not build affected files when making header file changes. Currently, the engine developer's must perform a "rebuild all" on the project to make sure that all header file changes are incorporated correctly.

Dynamic Mission Elements
Only able to review code this week while in Redmond, Justin has only just started coding the ability for mission elements to be placed (or adjusted) dynamically during mission startup. At present, the sky is dynamically changed each time you play a mission.

HUD Controls
Nothing new to report this week.

Inner lobby
Nothing new to report this week.

Mission: "Research Station"
Justin began working with the terrain editor last weekend. Using a topo-map of a moon, he was able to create a test terrain that included a large crater (which is a major feature of the landscape in this mission). As well, some new terrain textures were used and some random water elements (changed to another color) were added.

Multiplayer
Nothing new to report this week.

Options Dialog
Ryan has started working on the options dialog this week. He is currently working through T2 scripting code and some tutorials on how to skin a dialog in T2. A new cursor for the game has also been introduced.

Player selection
Dave has continued work on player selection this last week. A visual indication of which player is currently selected now exists as a 3D bounding box.

Player Model
Nothing new to report this week.

#1
09/16/2001 (6:10 am)
Erm, how to skin a dialog in V12? beg pardon?

currently there arent really any "skinnable" controls. Thats part of what I'm writing right now, the T2 skinnable controls were taken out in the v12, so I'm implmenting a new set of "skinnable" controls currently.

Phil.
#2
09/17/2001 (8:56 am)
Phil, you are correct. That statement now reads "...how to skin a dialog in T2", which is a more accurate description of Ryan's status this past week.