Plan for Jerane Alleyne
by Jerane Alleyne · 06/30/2004 (2:15 pm) · 0 comments
You ever get those days where it feels like there aren't enough hours in the day, and when the day ends, you can't remember what it was you were doing? This happens to me every time I get into updating my documents for Event Alpha...I've managed to stack up three nice sized ones:
1) Main Document for covering overall game mechanics
2) Creative Document for Artists; creative direction and outline for various mission types and descriptions
3) Progress Document, covering development milestones, completion chart and a report on every new version of our game (added features, bugs, what next, etc.)
This might be overkill, but it helps keep things a bit more organized, and I like to write stuff down :) A lot of times it keeps me from my art work, which is always a joy to get back to mapping retreading animation sequences, and trees (actually I've gotten much better at doing trees now...kinda like doing them, go figure)!
With our latest version of the game, we added a basic spawn point capture system, as well as spawning at the closest point to where a player has died. As we implement our own type team system, we'll add more functionality to this system as it relates to our modes of play.
I'm trying to find the balance between destructible objects and performance, to keep a more 'realistic' viewpoint on what can and can't be destroyed, without sacrificing little things like framerate. It seems the best way is to have a mix of .DIF and .DTS objects (which of course can be destroyed), I just want to steer away from having things like trucks blow up, and be brought to a full stop my a lamp post :)
I hope to have a full revamp of the website by August, detailing more info on the game, story and all that. We'll probably have more screenshots of count by then as well...I still want to wait until we have something of greater value to show.
Til then...
Jerane Alleyne
Event Alpha
1) Main Document for covering overall game mechanics
2) Creative Document for Artists; creative direction and outline for various mission types and descriptions
3) Progress Document, covering development milestones, completion chart and a report on every new version of our game (added features, bugs, what next, etc.)
This might be overkill, but it helps keep things a bit more organized, and I like to write stuff down :) A lot of times it keeps me from my art work, which is always a joy to get back to mapping retreading animation sequences, and trees (actually I've gotten much better at doing trees now...kinda like doing them, go figure)!
With our latest version of the game, we added a basic spawn point capture system, as well as spawning at the closest point to where a player has died. As we implement our own type team system, we'll add more functionality to this system as it relates to our modes of play.
I'm trying to find the balance between destructible objects and performance, to keep a more 'realistic' viewpoint on what can and can't be destroyed, without sacrificing little things like framerate. It seems the best way is to have a mix of .DIF and .DTS objects (which of course can be destroyed), I just want to steer away from having things like trucks blow up, and be brought to a full stop my a lamp post :)
I hope to have a full revamp of the website by August, detailing more info on the game, story and all that. We'll probably have more screenshots of count by then as well...I still want to wait until we have something of greater value to show.
Til then...
Jerane Alleyne
Event Alpha
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