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Plan for Justin Mette

by Justin Mette · 01/14/2002 (9:54 am) · 6 comments

Art
The art team gets the top position in the status today because they have solved the mystery of character model/animation exporting this past week! I saw the soldier bug walking and running in the "show" tool just last night, and it was awesome. In the process of working out the details of exporting, the team learned crucial information about the construction of the model and required nodes. This information was holding up a great deal of progress in model development over the last few weeks so this news is especially welcome!

The Support Ship received an overhauled vortex generator based on some last minute concept sketches inspired by the original design. Other additions this week include RUNE text on the girders, redesigned hallways, and lighting additions. Concepts for the NPC "medbots" and "merchants" in the Support Ship we also started this past week. It is expected these will be wrapped up this coming week so the models and idle animations can be started.

Programming
The first pass at an enhanced version of the Torque 1.1 inventory system was implemented this past week. We have already stumbled on an even better way to implement it (that requires less engine changes) but are refraining due to schedule constraints. Some of the problems we have had with the existing system are that we allow a player to have multiple items of the same type in their inventory. For example, two different rifles each with different damage modifiers and ammo counts. The 1.1 inventory system didn't really accommodate this type of system because it only stores the static datablock for a particular item type in other words you can only have one rifle. Since we have dynamic attributes (like modifiers and ammo) that are specific to the item instance itself, we must manage those objects in addition to their associated datablocks.

Mission Objective design was completed this past week, with a bit of coding started. The design of the mission objectives allows primary, secondary, or hidden objectives to be tied to an object, player, NPC, or trigger in the mission. Objective triggers can be activated by double-clicking (activating) an object or walking with range of a spatial trigger. The objective completion triggers also feed the Reward system which will grant the party experience, items, and money.

The Mission Generator coding started this week. The following features were added: terrain alignment when placing objects and randomly appearing interiors. The first feature, terrain alignment of objects, is needed for smaller rocks and trees (for example) that need to be aligned with the slope of the terrain when randomly placed. The second feature is really a percentage chance that an interior will be shown. The Mission Generator could already place an interior randomly based on a static list of locations in the mission. This new property tells the Mission Generator that a certain percentage of the time, the interior shouldn't be shown at all. This allows for scenario's like hidden areas with great rewards that only show up every 5th or 6th time you play the mission therefore lending to the replay ability of the game.

Code was started this week on implementing the two weapons for Phase 2. It was clear that a few more details about the weapons needed to be thought out, so we should have that designed and approved this week. Some of the implementation also depends on how the inventory system is going to work (which is in progress).

The User Interface coding continues. This week a new slider control was written and the Options Dialog was ľ completed with all new skinnable controls. As well, a few key options (code ripped mostly from T2) were added to the dialogs like gamma correction, vertical sync, visible distance, and shape/interior/terrain details. The keyboard and mouse re-mapping were almost completed last week and should be done this coming week as well as the remaining audio tab in the Options dialog (which should mostly be Torque 1.1 code converted over to the new skinned controls).

Admin
We are running into a few resource issues when it comes to completing our goals for the GDC demo mostly in the realm of interior construction. We face some tough decisions about whether to add one or two people to the team or cut back on functionality for the demo. Unfortunately, we have cut a lot out of the demo already and we are also a rather large team. We will be working the schedule this week to see if there is any way to use the existing team and ultimately making a decision on how to proceed.

Music
We had a quick meeting about the music for Myrmidon again this week as work is to start commencing within days. Lot's of discussion around the general overtones for the game were discussed which helped set the mood for the theme song. It is our hope to come up with an identifiable music track to act as the theme song for the game. This music will be played during the main menus for Phase 2. As well, music will be created to support the intro movie as needed.

Sound Effects
The new Myrmidon and Terran footfall SFX were completed this week. One set for metal floors and another for the moon surface. Code still has to be written to integrate the different footfall SFX when in the different locations.

Intro Movie
Cells 4 and 5 were just being wrapped up this week. These cells show the over-populated, over-engineered earth metropolis of the year 3035 with flying cars and all. The next scene is a space battle showing the Terrans running around kicking everyone's behind.

Logo's
We finally have a new Myrmidon logo that we all agree on! This is some exciting progress because so much is dependant on it, like the web site, marketing materials, and t-shirts. I was going to upload the logo to the new gallery on GG but figured it might not be exactly what the Rick had envisioned for the gallery. So, without further a due here is it!

www.21-6.com/myr/gallery/myrlogo.jpg

#1
01/14/2002 (2:33 pm)
Another excellent .plan. :P I like the logo.

Just curious-how'd you manage to assemble such a great team? From what I gather you aren't paying your members initially...how'd you manage to get people interested? Just great design, or progress, or something else?

Thanks!

-Evan
#2
01/15/2002 (9:11 am)
Evan,

I think the source of our success so far is the common passion everyone on the team has in making game development a career. Combined with that passion and amazing talent of the team, we have a great game idea and a great support structure, game engine, and publishing deal with Garage Games.

Also, I think that having some full-time people like myself, Ryan, and Jay keeping the everyday issues and obstacles of a 17 person team cleared as soon as possible is a key ingredient.

Finally, I have to give some credit to fate itself. This is a long time coming for some of us who have been trying to get into the game dev industry for years. It's all coming together nicely.

Thats not a very direct answer, but hopefully sheds some light on how we view things.

As always, thanks for the interest and support Evan!

Justin
#3
01/15/2002 (12:44 pm)
I think one other aspect of 21-6 is our commitment to not simply make it in the industry, which for many people means simply getting a job working for someone else. Our goal is to create a studio, and thus we strive to run the project like we would as a studio.

And like Justin said, we've been pretty lucky. ;)
#4
01/15/2002 (6:27 pm)
Thanks for the comments...our luck seems to have petered out for the moment (we got a great team, then two of them mysteriously dissapeared):, but hopefully it will return soon. In the meantime, I shall return to desperately searching polycount.com.

Thanks again, and keep up the good work! You should put something in the gallery...maybe the mockup mission pic you have, with the Myrmidon logo layed over it. That'd look cool. ;)

-Evan
#5
01/16/2002 (12:40 pm)
Just a thought, Justin...

Do you plan to make Myrimidon a more atmosphere-oriented game, or more like a go fight to the death game? If so, there are two differences in music that help to build game character.

For an atmosphere-based game (of which there are VERY few...a good example is Thief: TDP), ambient sounds often work much better to build atmosphere than real music. Things like hearing soft tonal sounds off in the distance or similar ideas help to build an intriguing atmosphere, because the player will subconciously be wondering what that is (or even conciously).

For kill 'em type games, revved up battle music and transitional adventure music help to pump the player up and make them feel for the protangonist's cause.

Just some thoughts about game music. You might already be planning something similar, but I just thought I'd give you a little advice. =)

-Steve
#6
01/16/2002 (5:09 pm)
Steve,

Actually, there is still some debate as to whether we will use music to help set the mood and tell the story when the player is in-game or whether we go for a more realistic setting where SFX play a big part in immersing the player in the environment.

I see both angles and actually feel there is a place for both. Music is capable of generating incredible emotion and if used correctly can really enhance the experience.

So the short answer is "the jury is still out." :)

Justin