We currently have a relatively balanced mix of team members; seven multimedia students and six programmers. At a steep contrast to previous projects we have a far different makeup. Networking students are no longer involved, instead we have multimedia students (which are far cooler ;)
Over the first few days I will be setting up tasks, documentation, guiding the programmers through what they need to do for their assignments, creating a power point for the multimedia team to use as a guide when implementing Torque elements to their modeling scenes.
Please note down the time you work on tasks, references, etc and blog them sometime in the week. Add a label with your name and the orientation of your post; be it 'Multimedia', 'Programming', 'General' etc.
Programmers:
Your first task is to find or think of an engine change to implement into the game. This can be found on garage games or any third party site. Our first focus is 'space flight combat', and thus any relevant engine changes to this are most useful. The second block of the project is the character-perspective; this involves things the character does out of their ship, such as; trade, combat, transitioning through areas, etc.
Multimedia Students:
Tim will handle your assignments and all I will give is the parameters of the content. As it stands, you are currently developing prototype designs for races, factions and their ships etc. There will be limits to the final models. I will note these down at a later date once I have the overall poly count for areas finalized. A few notes on the ships:
- Parts such as boosters, guns, shield generators, etc need to be interchangeable with other ships (separate meshes)
- Due to the above specification the total poly count should be around 6000 (but only with one of each part inside the scene at any time - it may exceed this if you have the other parts overlapping)
View the wiki (link on the right pane), under documentation are the modeling & animation standards (see quality requirements) as well as modeling specifics.
Everyone:
We still need a game name and artwork associated with it.
You must blog roughly every week. It is part of your Project assignment. A post does not collate to a sentence saying 'I did work for 2 hours.'
Nice Stuff Nick!
ReplyDeleteGood Luck Guys on your Game, remember i'm happy to help out with Modelling and Design.
oh by the way can you invite me as a contibutor, not just a viewer?
ReplyDeleteDone, I just invited everyone in the wrong place.
ReplyDeleteI will create a new post when ive gathered enough tasks etc to warrant it. Currently sourcing ideas and tracking references. Going good.
ReplyDeleteVery nice indeed. Hopefully someone else will post soon. One thing make sure you tell everyone IN PERSON to post; you should assume that they won't actually read the blog.
ReplyDeleteI've already taken that assumption; trying to get them to post. I'll try not to be the personification of pedantic and prudent, but no one blogs. Also, a lot of computers are getting a proxy error when trying to get onto blogger.com
ReplyDeleteMake sure you mention the proxy error to Micheal, as he's probably the only one who can do anything about it.
ReplyDeleteAfter the next post I will give out specifics on the models (polycount, textures required, where to place them on the server etc). Until then consider the current limit set for ship as a general rule; halve that for NPC (non-player character) models. Even less for smaller things. This will eventually turn out to be a sheet containing relative poly numbers for types of models.
ReplyDeleteBeing doing some research on space ships, came across these cool sites with awsome concepts plus other art for inspiration
ReplyDeletehttp://www.mattelder.com/gallery.php
http://conceptships.blogspot.com/
http://www.conceptart.org/index.php?
Do I keep posting here or join the forum?
If you'd like to join the forums, ill create a new discussion and move this information there. Very nice, thank you for keeping references! They are very important.
ReplyDelete