Plan for Justin Mette
by Justin Mette · 12/27/2001 (7:08 am) · 2 comments
Project
An automated build system was put together this week. The build system will pull down Myrmidon source from the new CVS repository, build it, clean it up, package it, and copy it out to the FTP site. This build/package process runs every night. This system allows for the latest changes to be available to the non-programmers of the team as quickly as possible. The programmers write "project updates" when ever code is committed to CVS which the rest of the team can use as notification that new features will be available in the next nightly build.
Art
Work continues on establishing the environment (plug-ins, tools, etc) for exporting character model and animations. We had some problems with certain parts of the environment running on Windows XP but have those resolved and are working out the animation export issues. A new "art lounge" web site started construction this past week. This is going to be a site for the artists with plug-ins, base models, tools, etc for the team to have easy access to.
The Terran Soldier and Soldier Bug are in various states of texturing and animation. Some of the initial screen shots from the artists working on them are very encouraging. The Bug running at full speed on all six legs was way cool! Also, work on the Myrmidon model is in progress.
The Orbital Reconnaissance Ship (Safe Area) model for the Research Station mission made it's first appearance this past week. Basic integration of the Safe Area into the mission in underway to facilitate testing.
Development
The user interface is really starting to take shape. The skinning architecture is finally in place and the button and window controls are completed. The window control has many advanced features over the base engine control in the realm of resizing, real buttons for close/max/min/restore, a client area for child control positioning, and the use of a second skin image for the minimized state. Also, the base font classes were enhanced to include font weight (like normal and bold).
Investigation of the inventory system already in Torque has started this past week. At first pass, it seems to be sufficient (minutes a few tweaks of course) for the inventory system we need for Phase 2 of Myrmidon. Thanks GG one less thing to build!
Work continues on integrating the mission preparation code and the Safe Area to the Research Station mission. This should be wrapped up by the end of the week.
Intro Movie
Storyboards are in progress and there is a meeting tomorrow to start review what's been accomplished thus far.
Web Site
Work continues on a logo for Myrmidon and 21-6 Productions. We have some great ideas already, but are being rather picky at this point. The hope is that we can decide on a direction by the end of the week so work may continue in this area.
An automated build system was put together this week. The build system will pull down Myrmidon source from the new CVS repository, build it, clean it up, package it, and copy it out to the FTP site. This build/package process runs every night. This system allows for the latest changes to be available to the non-programmers of the team as quickly as possible. The programmers write "project updates" when ever code is committed to CVS which the rest of the team can use as notification that new features will be available in the next nightly build.
Art
Work continues on establishing the environment (plug-ins, tools, etc) for exporting character model and animations. We had some problems with certain parts of the environment running on Windows XP but have those resolved and are working out the animation export issues. A new "art lounge" web site started construction this past week. This is going to be a site for the artists with plug-ins, base models, tools, etc for the team to have easy access to.
The Terran Soldier and Soldier Bug are in various states of texturing and animation. Some of the initial screen shots from the artists working on them are very encouraging. The Bug running at full speed on all six legs was way cool! Also, work on the Myrmidon model is in progress.
The Orbital Reconnaissance Ship (Safe Area) model for the Research Station mission made it's first appearance this past week. Basic integration of the Safe Area into the mission in underway to facilitate testing.
Development
The user interface is really starting to take shape. The skinning architecture is finally in place and the button and window controls are completed. The window control has many advanced features over the base engine control in the realm of resizing, real buttons for close/max/min/restore, a client area for child control positioning, and the use of a second skin image for the minimized state. Also, the base font classes were enhanced to include font weight (like normal and bold).
Investigation of the inventory system already in Torque has started this past week. At first pass, it seems to be sufficient (minutes a few tweaks of course) for the inventory system we need for Phase 2 of Myrmidon. Thanks GG one less thing to build!
Work continues on integrating the mission preparation code and the Safe Area to the Research Station mission. This should be wrapped up by the end of the week.
Intro Movie
Storyboards are in progress and there is a meeting tomorrow to start review what's been accomplished thus far.
Web Site
Work continues on a logo for Myrmidon and 21-6 Productions. We have some great ideas already, but are being rather picky at this point. The hope is that we can decide on a direction by the end of the week so work may continue in this area.
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Torque 3D Owner Phil Carlisle
Ive been playing with it over the last couple of days, and I really dont think its that useful. Much better to have a list of items in an inventory than the semi-hard-coded fluff thats in there now (the inventory should be based on a vector of items decendant from some base inventory-able class IMHO).
Whats there is ok for a demo, but seriously, for a game, I'd expect clearer code, with a much nicer design and encapsulation.
Depends how far your inventory needs to go I guess.
Phil.