Determined work & full sail - GG::IoM(Blog 7);
by Christian S · 11/02/2007 (3:53 pm) · 1 comments
So, another month passed all ready!
Time sure does fly fast when there are tons of things going on, and we sure are heating a lot of irons here in the IoM camp: As there's a tally going on today, I'm going to be brief in this news boost and only shortly describe some various elements of the project progress!
With Ben Garneys Forest Pack code out in the open, and no news (even though we asked) about the SickHead SpeedTreeRT clone, and Jean-Claude's in the trenches of secret dev. We have begun working with the code, to produce the much awaited forest areas -after all, a Viking game needs trees -loads of trees.
Also the really nice YackPack have hit the shopping basket, and we have been waiting for this one to look it over and either go for a tweaked version of the old RpgDialogue by Gonsalves, Ari, and others or the YackPack -it seems that it will end up with a tweaked version of the YackPack!
We have also tested our new and improved IoM custom characters with the old Horse Pack from Robert Brower. As the horse was made for the Ork it around 2.6 meters (26 hands) and our characters and buildings are scaled to resemble male average height of 1.76 meters -and the Viking horse was rather small -we are reworking meshes.
And as the original code was made for TGE, there is quite a large of tweaking needed for making it work proper with TGEAAFXA -this is currently being done!
We are also working with the characters, and a couple of engines of ours. So that NPC and player character crafting animations will resemble the way real Vikings used these engines and tools. It's giving our lead artist/animator Peter grey hairs, but it's going forward for sure.
And lastly, here just before the DGI tally I would like to mention that our team is small, but those in it now are working very well together. So being small and determined, is so much more cozy and rewarding than being a large bunch that it can be hard to whip info or results out of -That being said, we sure could use a couple of extra hands in areas such as sound, icons, etc.
- - - Well back to RL, and the meeting in DGI and I will be back here with a in depth re-post tomorrow.
Time sure does fly fast when there are tons of things going on, and we sure are heating a lot of irons here in the IoM camp: As there's a tally going on today, I'm going to be brief in this news boost and only shortly describe some various elements of the project progress!
With Ben Garneys Forest Pack code out in the open, and no news (even though we asked) about the SickHead SpeedTreeRT clone, and Jean-Claude's in the trenches of secret dev. We have begun working with the code, to produce the much awaited forest areas -after all, a Viking game needs trees -loads of trees.
Also the really nice YackPack have hit the shopping basket, and we have been waiting for this one to look it over and either go for a tweaked version of the old RpgDialogue by Gonsalves, Ari, and others or the YackPack -it seems that it will end up with a tweaked version of the YackPack!
We have also tested our new and improved IoM custom characters with the old Horse Pack from Robert Brower. As the horse was made for the Ork it around 2.6 meters (26 hands) and our characters and buildings are scaled to resemble male average height of 1.76 meters -and the Viking horse was rather small -we are reworking meshes.
And as the original code was made for TGE, there is quite a large of tweaking needed for making it work proper with TGEAAFXA -this is currently being done!
We are also working with the characters, and a couple of engines of ours. So that NPC and player character crafting animations will resemble the way real Vikings used these engines and tools. It's giving our lead artist/animator Peter grey hairs, but it's going forward for sure.
And lastly, here just before the DGI tally I would like to mention that our team is small, but those in it now are working very well together. So being small and determined, is so much more cozy and rewarding than being a large bunch that it can be hard to whip info or results out of -That being said, we sure could use a couple of extra hands in areas such as sound, icons, etc.
- - - Well back to RL, and the meeting in DGI and I will be back here with a in depth re-post tomorrow.

Torque Owner Christian S
Oak-Entertainment
Some that I cant mention but have great hopes for, and a lot that I can talk about!
We have a new musician hooking up on the team Joshua A. Thomas and it will be exiting to work with him.
We had the quarterly points tally over at Dream Games Inc. We are now at 3rd place, which I consider ok, especially as we managed to get the points specified out a bit during the meeting, so now we at least can compare the elements specified with other teams. And try figure where we would improve. After all we think that the umpires are having a bigger picture of it all, and thus reward those areas where some teams stand out.
I must say though, that the meeting, and the various points awarded in the specific areas are beyond our teams understanding. And the way things was handled, showed a nasty lack of professionalism from staff as well as participants. But tomorrow our team is going to meet yet again, and we will discuss what we learned from the meeting, and what we have figured out during the weekend.
We still believe that the whole thing is about communicating out the development process of team, as well as application. And look forward to spending the rest of this quarter telling about application problems, and development.
And we are going to look at our websites content. As Evil_E over at our forum so elegantly put it, he feels we are way too silent, and that is going to change!