Plan for Justin Mette
by Justin Mette · 12/04/2001 (9:01 am) · 2 comments
Public Relations
Brock Ferguson from Lone Gamers conducted an interview with us this past week to discuss the Myrmidon project. Many thanks to Brock, as the interview was well done and informative.
Help Wanted
The quest continues in expanding the Myrmidon development team. Our web site has more details on the different positions available. If you are an artist, programmer, or sound engineer and are interested in working with us, contact us at helpwanted@21-6.com and we will setup a meeting.
Art
A first draft of the 3D model for the Terran Soldier was completed this past week. How incredible it is to actually see some models after so long spent designing! This next week some refinements will be made to the model and textures will be generated for the model. We are still working on getting the export from 3DS into Torque to work, but hope to have that under control in the next week or so.
Model Sheets for the two Myrmidon armor skins were also created this past week, along with three "head shots". The armor skins are dynamic in the game and will be applied to the character model depending on the actual armor the player is wearing in the game. The three head shots represent the different choices a player has for their Myrmidon character. In the next phase, we will be creating many more art assets along the lines of character customization. For this release we are focusing on getting the infrastructure working for changing armor and head textures, so we only are creating a few assets.
Work continues on the weapons in the game. After a first round of concept art, we are attempting to refine them with a more science fiction look (and names for that matter). More concept art in this arena is expected to surface this week.
Programming
More progress was made this past week, merging Myrmidon changes with TGE 1.1 and we expect to be complete with that task by the end of this week.
In exercising the user interface controls and their skinning features in Torque, we realized how flexible they were. To get some UI ideas, we searched the internet and found a huge library of Window Blinds skins (over 500 on one site alone). Therefore, some consideration has been given to supporting the Window Blinds skin format as there is a nice "Skin Studio" program already available for creating the skins making life on the artists (or the mod community for that matter) much simper.
Continued design of the game lobby / safe area in the game this past week resulted in further discussions on game flow. For example, when a player gets abnormally disconnected from the game they will be prompted to rejoin the game without having to dig through any type of server list. Drilling out these details now allows us to dig in and finish coding that logic up.
Brock Ferguson from Lone Gamers conducted an interview with us this past week to discuss the Myrmidon project. Many thanks to Brock, as the interview was well done and informative.
Help Wanted
The quest continues in expanding the Myrmidon development team. Our web site has more details on the different positions available. If you are an artist, programmer, or sound engineer and are interested in working with us, contact us at helpwanted@21-6.com and we will setup a meeting.
Art
A first draft of the 3D model for the Terran Soldier was completed this past week. How incredible it is to actually see some models after so long spent designing! This next week some refinements will be made to the model and textures will be generated for the model. We are still working on getting the export from 3DS into Torque to work, but hope to have that under control in the next week or so.
Model Sheets for the two Myrmidon armor skins were also created this past week, along with three "head shots". The armor skins are dynamic in the game and will be applied to the character model depending on the actual armor the player is wearing in the game. The three head shots represent the different choices a player has for their Myrmidon character. In the next phase, we will be creating many more art assets along the lines of character customization. For this release we are focusing on getting the infrastructure working for changing armor and head textures, so we only are creating a few assets.
Work continues on the weapons in the game. After a first round of concept art, we are attempting to refine them with a more science fiction look (and names for that matter). More concept art in this arena is expected to surface this week.
Programming
More progress was made this past week, merging Myrmidon changes with TGE 1.1 and we expect to be complete with that task by the end of this week.
In exercising the user interface controls and their skinning features in Torque, we realized how flexible they were. To get some UI ideas, we searched the internet and found a huge library of Window Blinds skins (over 500 on one site alone). Therefore, some consideration has been given to supporting the Window Blinds skin format as there is a nice "Skin Studio" program already available for creating the skins making life on the artists (or the mod community for that matter) much simper.
Continued design of the game lobby / safe area in the game this past week resulted in further discussions on game flow. For example, when a player gets abnormally disconnected from the game they will be prompted to rejoin the game without having to dig through any type of server list. Drilling out these details now allows us to dig in and finish coding that logic up.
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#2
12/04/2001 (11:43 am)
I'm glad to see there's another bunch of people out there who are serious about their game. Keep up the good work!
Torque 3D Owner Phil Carlisle
Phil.