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Minutes for 4/3/2008

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Minutes for 4/3/2008 Empty Minutes for 4/3/2008

Post  pauloseamano Wed Mar 05, 2008 9:17 am

The minutes as i understood them to be, there was a lot of talking going on throughout the meeting on various issues (which is a good thing, but hard to follow at the same time) so if anyone sees any glaring omissions, errors or anything of that nature please bring them up as a reply to this post ASAP so they can be resolved.


Group A Production Meeting

Date: 26/2/2008.

Present: John Whittle, Caryn Read, William Kavanagh, Chris Armstrong, Jack Serjeant, Paul Seaman, Stewart Rice, James Fox.

Apologies for absence: Rob, Barry

Chair: Paul Seaman & ?

1. Minutes from last meeting:

Agreed upon.

2. Matters arising:

• UV Mapping
• Texturing
• Model Rigging and animating
• User interface design & in game GUI design (including puzzle for storage room map)
• AI pathway interruption/continuation
• AI awareness states based on sound/vision (metal gear solid style "oh i heard a noise so an exclamation mark will appear above my head")
• Models in game, rigged, animated, textured, statics with physics
• .ASE models converted to .MAP files for performance reasons (if not possible then to combine both models and brushes from in game editor)

Specific Issues
• Mess Hall model handed over for texture without cylindrical pillars as part of the model. These will need to be added in as brushes once the map is in the editor to preserve the texture and UV unwrap work already done

• Object textures too big (1024x1024), to maximise engine efficiency these will need to be looked at as well as future textures.

• Alien texture needs completing based on the originally designed textures

3. Individual Progress Reports:

All progress from last meeting presented.

4. Planning for next week:

• Bill – Animate player character model & work with Paul to get it in game with basic animations.

• John – Complete texture for player character (....had it written on my notes, not sure if it has already been done though), rig Alien character.

• Chris – Finish texture for alien, work with James to get static objects in game (with collision models for physics as required) with textures & alien characters in game as static objects to make sure they work.


• Caryn – Model control room, work with Jack to get level models into game as .MAP files or on combining models and brushes to achieve the level design in game.

• Rob – Design and create user interface assets for game menus that are in keeping with the design and feel of the game, see James about what specific screens are required and formats for images, fonts, animations and getting those assets in game. Design and create the assets for in game GUIs for door/light switches control panels for the control room map and the GUI puzzle, working with James and/or Paul on the puzzle design for what will be needed scripting wise to get it playable and in game.

• James - Work with Chris to get static models into game with textures and physics (as required) & assist Rob with UI design and implimentation for menus and in game GUIs

• Jack - Work with Caryn exporting level models to .MAP format, failing that to work on combining brushes and models for optimisation of maps

• Stewart - Work on interupting the pathfinding level scripts for Alien characters & get the AI to return to their original instructed pathways/behaviour once the player has hidden after being seen/heard.

• Paul - Work with Bill to get the player character into game, visible, scaled, textured and rigged with animations and assist in putting together in game GUIs.

5. Production Issues:

-
6. Any other business:
-

pauloseamano

Posts : 52
Join date : 2008-02-11

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