Game Development Community

Plan for Justin Mette

by Justin Mette · 12/11/2001 (9:50 am) · 3 comments

Project
If you have been keeping up with our plan updates, you will know that we opened some help wanted ads two weeks ago. In those two weeks, we have had more applicants than we could have ever imagined. We would like to take this opportunity to thank everyone that applied regardless if you made the team or not. We wanted to take on every team member that applied but felt we really shouldn't grow any faster than we already are.

As of the time of this writing, we have 6 new team members that I am thrilled to announce today: Chris Byrne, Scott Maiwald, Matt Sayre, Todd Sell, Steve Simmons, and Jay Young! All are very talented individuals with a great attitude and desire to create a Game Studio. By the end of this week, we hope to have the 5 remaining positions filled. That will bring the team to a total of 18 members: 1 manager, 10 artists, 5 programmers, and 2 sound engineers.

This is the team that will make Myrmidon a reality.

Art
In the art arena, the following tasks were completed this past week: a model sheet for the soldier bug and concept art for the machine gun, pulse rifle, and grenade launcher (temporary names). This week should see the completion of the three different Myrmidon head possibilities, model sheets for one or two of the weapons, and a textured 3D model of the Terran Soldier.

Programming
The merge with TGE 1.1 continues and is near completion. Many of the additions we made in the Phase One release of Myrmidon needed to be properly converted to 1.1 formats, especially with respect to missions.

The user interface code in 1.1 is undergoing heavy extensions and should be wrapped up this week. In essence, all the user interface controls will be "skinnable" and will feed off a central control profile that manages the different external image resources that make up a skin. This allows composite controls to more easily share common imagery, like a scroll bar. Also, a few new common controls are being developed like a tab and combo control. Infrastructure was also added to change user interface "skins" on the fly while the game is running.

Mission preparation routines have also been added this week. Players can only join a mission in the preparation stage. Once in the mission, the player will start in the Safe Area with everyone else. After purchasing equipment for the mission, a player flags themselves as "ready" to start the mission. Once all the players in the mission are "ready", the mission creator can officially start the mission.

#1
12/11/2001 (2:08 pm)
Don't you guys have any designers? Usually artists can't tackle both jobs. Just asking.
#2
12/11/2001 (2:12 pm)
Dave Myers and I are responsible for overall game design. We have a high-level design for all the features in Phase 2 and are working to detail those further as development begins/progresses. The whole team really pitches in to fill in the details throughout the course of the project.
#3
12/11/2001 (2:35 pm)
Okay. My designers are also be going to do world construction, which is why I have so many. Nostranamicon is going to be quite a big world and Cypher and I can't handle it all. What few 3D artists we have haven't done much yet, and the programmers are strictly logical thinkers, with exception to Travis.