Plan for David "RM" Michael
by DavidRM · 11/22/2002 (11:12 am) · 29 comments
Last night, we had a full team meeting for the Paintball Net project. Our first such, actually, but something we're going to do weekly from now on.
[Note to Justin Mette and Dave Myers: Thanks for your presentation at the IGC. It helped a lot. I know I gave my dissenting view on the usefulness of full team meetings. I do hereby recant. =) ]
The whole team was able to attend the meeting. Unfortunately, not at the same time. Minor scheduling conflict which we should have worked out before the next meeting. Dave Astle could only attend the first half, and Dug could only attend the second half. Still, it was a productive meeting.
Since we held the meeting in the "Ready Room" on Paintball Net, after short status reports from everyone, we played a number of back-to-back "survival" matches (which are the only match type currently available). David Franson won most of these, though we all did our best to paint things up.
The game *mostly* held together pretty well. We're still suffering from the off-by-one object ID problem, so sometimes people would be thrown into a match without a weapon (which sucked for them). Also, Lars had an odd problem with not being able to see the chat text in the Ready Room. Possibly a settings issue, or even a driver issue, but something we plan to stomp out.
Everyone came away with a renewed sense of what the game (and project) was all about, and we're all fired up to get more done.
My only regret is that I didn't think of making any screen shots with all of us running around. =(
Have fun!
-David
Samu Games
[Note to Justin Mette and Dave Myers: Thanks for your presentation at the IGC. It helped a lot. I know I gave my dissenting view on the usefulness of full team meetings. I do hereby recant. =) ]
The whole team was able to attend the meeting. Unfortunately, not at the same time. Minor scheduling conflict which we should have worked out before the next meeting. Dave Astle could only attend the first half, and Dug could only attend the second half. Still, it was a productive meeting.
Since we held the meeting in the "Ready Room" on Paintball Net, after short status reports from everyone, we played a number of back-to-back "survival" matches (which are the only match type currently available). David Franson won most of these, though we all did our best to paint things up.
The game *mostly* held together pretty well. We're still suffering from the off-by-one object ID problem, so sometimes people would be thrown into a match without a weapon (which sucked for them). Also, Lars had an odd problem with not being able to see the chat text in the Ready Room. Possibly a settings issue, or even a driver issue, but something we plan to stomp out.
Everyone came away with a renewed sense of what the game (and project) was all about, and we're all fired up to get more done.
My only regret is that I didn't think of making any screen shots with all of us running around. =(
Have fun!
-David
Samu Games
About the author
#2
11/22/2002 (12:11 pm)
Sounds great RM, btw thanks for the resource on getting started.
#3
11/22/2002 (12:21 pm)
Dude this is AWSOME i cant wait to play is there a planed date to release the game or just play by ear and i was wondering about a mailing list to tell us when it comes out to play...
#4
=-~ Pbpredator (& Raymaccalla on the history)
11/22/2002 (12:27 pm)
Ps. do you already have beta testers? b/c if not i would love to be one... =-~ Pbpredator (& Raymaccalla on the history)
#5
11/22/2002 (12:39 pm)
Cant wait till the new PBN is out.. and i got a question, how did everything work lag-wise? i know itd be minimal due to the small number of players, but was wondering if the new graphics caused much of a problem cuz i remember how laggy it used to get at peak hours lol.
#6
11/22/2002 (3:36 pm)
"I do hereby recant" .. lol.. great stuff David. I'll be interested to see how the new team managment style pans out, sounds like it's off to a good start.
#7
11/22/2002 (3:37 pm)
Nothing more fun than a relatively short status meeting followed by a not-so-short play session. We actually fire up a Roger Wilco session and have everyone join in on voice that way - lotsa smack talking fun. ;)
#9
11/24/2002 (8:46 am)
Well I have been playing Artifact since it first came out and I played the original PBN way back in the day. They are both great. The screen shots look great and it should be fun with 3d graphics. Keep movin ahead, you're doin great!
#10
will there be the same old equipment from PBN cause if its 3d I personally dont wanna try and shoot people outta the sky on jetpacks :)
11/24/2002 (11:40 am)
Not sure if this was posted Earlier...will there be the same old equipment from PBN cause if its 3d I personally dont wanna try and shoot people outta the sky on jetpacks :)
#11
11/24/2002 (6:32 pm)
I imagine there will be some sort of rocket shoes or somethin...I don't know how he will do the whole camo (wood, water, insulation, refracto)thing...
#12
11/24/2002 (9:10 pm)
I Can emagin flying around droping grenades on all the newbies with your *Down armor* on and laughing as 1 outt 15 shot at you bounces
#13
11/25/2002 (7:45 am)
RM. This is brutal. I'm dying to play. Beta Shmeta whatever it will be! Good luck with the rest of your project and I hope you're having lots and lots of fun playing without all of us!
#14
11/25/2002 (10:35 am)
My guess is that if there are jetpacks they will be like Duke Nukem ones. Could be hard but the settings seems made for snipeing and not much for canners of the old. Should be one hell of a game....come on rm just a few games for us. We wont tell any others
#15
So is "refracto", though that will be done using the "cloak" feature of Torque/tribes. So the old-style "cloak" of PBN won't carry forward.
Camo...well...camo will be in there. But it will be like "real" camo: forest, desert, etc. Primary advantage from standing still.
Cans...dunno. It would be nice if we can work 'em in, but not sure how we'd do it, currently. We'll be experimenting with them later in the development process.
-David
11/25/2002 (10:46 am)
Jetpacks are planned, yah.So is "refracto", though that will be done using the "cloak" feature of Torque/tribes. So the old-style "cloak" of PBN won't carry forward.
Camo...well...camo will be in there. But it will be like "real" camo: forest, desert, etc. Primary advantage from standing still.
Cans...dunno. It would be nice if we can work 'em in, but not sure how we'd do it, currently. We'll be experimenting with them later in the development process.
-David
#16
11/25/2002 (1:05 pm)
Im wondering how weapons will be done will there be a zoom function or will it be 1 case 1 kill at a distance? (Spray and pray method)and will paintballs lob like in Reallife or will they shoot like bullets?
#17
And rm with these new 3d graphics im guessing canning would be close to impossible unless u give me back a 3 peaice suit. or 2...
Im wondering how admins and trainers will go? will it be like fact and have the hot heads silenced or just like banned for a period of time. Im hopeing the latter myself
11/26/2002 (6:40 am)
From previous comments i doubt paintballs will lob. Hes takeing out the bad things and leaveing us with good action packed playing. spray and pray? im guessin that will be more of a nade and pray.And rm with these new 3d graphics im guessing canning would be close to impossible unless u give me back a 3 peaice suit. or 2...
Im wondering how admins and trainers will go? will it be like fact and have the hot heads silenced or just like banned for a period of time. Im hopeing the latter myself
#18
Neo Deity(aka EXTREME PLAYER)
11/26/2002 (9:27 am)
Wow...this is going to be great...I played Tribes and Tribes 2....so jetpacking should bring back fond memories....and refracto sounds cool to. So is it true that you're only letting the old admins beta test RM...I heard that from someone....b/c if it's not...I'd like to make sure I'm on that list :-P...Anyhow, this game looks like it'll be great fun. Neo Deity(aka EXTREME PLAYER)
#19
11/27/2002 (4:08 am)
I doubt the Torque engine would support paintballs lobbing...The paint will probably just shoot straight like as if it were a bullet except instead of blood spray, there will be paint splats...of different colors I'd imagine.
#20
-David
11/27/2002 (10:56 am)
The Torque engine supports "ballistic" projectiles. So getting paintballs to "lob" was as simple as setting the muzzle velocity to a realistic speed (~300 fps).-David

Vince Sharpe