Plan for Adib Murad
by Adib Murad · 08/01/2004 (8:42 pm) · 0 comments
From the 1 Second news section:
The sprint to the late August delivery of the beta version starts today. It's a real challenge and we'll have to speed up.
Last friday, as announced, we showed off to our class and teachers in the PUC-Rio game course an alpha version, with the demo level's main blocks in place and the demo application (almost) working. It was not so great as we wanted, but the team made some important progress.
The course's final demo will have just one level, an adventure's must-have: a kind of bootcamp, where the player learns to control the character. 1 Second design privileges the immersion, so we aim the less intrusive in-game interface as possible. The player will get visual and sound tips from the scene, avoiding explicit text instructions and graphic sinalization.
1 Second is not a futuristic shooter played in some faceless space base (read it anything-with-rivets-and-hexagonal-hallways). The game is realistic (in a fastastic way, but still...). Me, a Quake mapper, started the work by opening my BSP modelling tool to build the level just like this, out of the blue. Failed miserably, and the work stalled until I stepped back and planned the level in paper, doing a blueprint. The level, already in-game, was shown in the alpha, but just the main blocks as designed in the blueprint.
On the programming front I pointed F
The sprint to the late August delivery of the beta version starts today. It's a real challenge and we'll have to speed up.
Last friday, as announced, we showed off to our class and teachers in the PUC-Rio game course an alpha version, with the demo level's main blocks in place and the demo application (almost) working. It was not so great as we wanted, but the team made some important progress.
The course's final demo will have just one level, an adventure's must-have: a kind of bootcamp, where the player learns to control the character. 1 Second design privileges the immersion, so we aim the less intrusive in-game interface as possible. The player will get visual and sound tips from the scene, avoiding explicit text instructions and graphic sinalization.
1 Second is not a futuristic shooter played in some faceless space base (read it anything-with-rivets-and-hexagonal-hallways). The game is realistic (in a fastastic way, but still...). Me, a Quake mapper, started the work by opening my BSP modelling tool to build the level just like this, out of the blue. Failed miserably, and the work stalled until I stepped back and planned the level in paper, doing a blueprint. The level, already in-game, was shown in the alpha, but just the main blocks as designed in the blueprint.
On the programming front I pointed F