Showing posts with label milestone. Show all posts
Showing posts with label milestone. Show all posts

Tuesday, January 25, 2011

Milestone 9 - Sunday, 6th of February

- Read up on the material compendium on UDN.
- Add the post processes to Project Aron.
- Recreate shaders and post processes (such as bleach bypass and cross processing), using the material nodes instead of HLSL in the custom nodes.

- Review the blockout.
- Compile a texture and assets list.
- Discuss with Matt and Jobye for asset creation.

- Develop the soundscape for the player movement, including stamina, health and spellcasting sounds.
- Recreate the previous soundscape with the correct sample rate, and the sounds more pitched down.

- Complete the training level, and its time trial part (or create the time trial part as a seperate map). As much as possible with the available assets.
- Collaborate with Jonathan and Jobye, for assets and environment design for the training level.

- Complete the backstory, and a summery of it for the Vision Statement.
- Gather vegetation references for trees, bushes, leaves and such.

- Get in touch with Jonathan, and work out a workflow together for environment props and textures.
- Begin working from the texture and assets list once Jonathan has it completed.
- Discuss with Matt about his needs for the training level.

Patryk 'CZERW' Reczko
- Keep working on variations of the characters for the different factions. Mostly focused on their clothing.
- Complete a speedpainting to be used as promotional material.
- Add the Nebenhut stance to the stances, and create all the stances from a first person perspective.

- Add multiplayer support.
- Reimplement crouch, sprint, dodge jump and jumping.

- Clean as much of the mocap data that this week will allow.
- Continue on the updates for the Vision Statement.

- Import the Bounty Hunter model into UDK to get accustomed to the import process.
- Mail Dopefish to discuss further tasks.

- Get computer fixed and working again!

Sunday, January 9, 2011

Milestone 8 - Sunday, 23rd of January 2011

Dopefish:
  • Update the Vision Statement; combat, spells, add section for backstory, characters and audio.
  • Keep working with recruitment
toxicFork:
  • Rewrite and clean-up the current movement code, with networking in intention. Do as much as possible of it for the milestone.
Big Dirty:
  • Create soundboard to match the Vision Statement and audio references.
Rishi:
  • Create soundboard to match the Vision Statement and audio references.
CZERW:
  • Complete drafts for all three factions.
  • Add their underlying thoughts and backstory.
  • Record footage of speedpainting a exiled male.
  • Do logo suggestions for Project Aron and Zombiraptor logos.
  • Draw some suggestions for swords to be used by the characters.
  • If time allows, do silhouttes board for all characters, and their color variations.
Jonathan:
  • Do logo suggestions for Project Aron and Zombiraptor logos.
  • Get in touch with Dopefish regarding tasks and forwarded applications.
We'll have another conference meeting in a week, to check up on everyone's progress or if anyone have any problems or requests. Write in the comments below for times that would suit you, and we'll decide on a time that should suit everyone.

We've now moved onto the December release of UDK, so be sure to download that, and set up the new folders in SVN appropiatly. Check out the link below for how to do so:
SVN Set Up / How to launch the mod

Tuesday, October 26, 2010

Milestone 7 - Monday, 8th of November

Dopefish:
  • (MS05 - On hold) Continue the arrangements for the mocap shoot.
  • Check up on the progress for the showcase/recruitment level, and plan a proper time estimate with the modeller/texturer.
  • (MS05) Finalize the document with the animations we'll record and check with someone "knowledgeable" if it seems feasible. Knowledgeable in this case would mean animators at the office, and the mocap studio manager at Gotland.
  • Test all toxicForks implementations and fixes during the milestone, and provide proper feedback.
  • Do some planning and prework for the recruitment (example: Spiral Game Studios presents 'ORION' - Positions available!)
toxicFork
  • Work through the list of feedback at \My Dropbox\Project_Aron\latest_feedback.txt

Monday, October 11, 2010

Milestone 6 - Sunday, 24th of October

Dopefish:
  • (MS03) Read through Milhaly Csikszentmihalyi's book "Flow: The psychology of optimal experience".
  • (MS05) Continue the arrangements with Måns von Rudfelt. Contact the University to see if they can book the date for us and provide us with a assistant for the recording sessions.
  • Make sure the showcase level is completed for this milestone, so we can record the recruitment video.
  • (MS05 - On hold) Finalize the document with the animations we'll record and check with someone "knowledgeable" if it seems feasible.
toxicFork
  • Work through the list of current feedback.
  • Being prepared to possible handle some requests needed for the showcase level/recruitment video.
  • If time allows it, get started on the new ledging system.

Monday, September 27, 2010

Milestone 5 - Sunday, 10th of October

Endasil:

  • (MS03) Improve the shockwave and firebreath spell, so they aren't projectile based.
  • Implement a target lock:
    http://forums.epicgames.com/showpost.php?p=27274528&postcount=4
  • Add dynamic arcs for throwing projectiles. Either from the target lock, or dependent on your crosshair. Should be influenced by the player movement.
Dopefish:
  • (MS03) Read through Milhaly Csikszentmihalyi's book "Flow: The psychology of optimal experience".
  • Continue the arrangements with Måns von Rudfelt. Contact the University to see if they can book the date for us and provide us with a assistant for the recording sessions.
  • Finalize the document with the animations we'll record and check with someone "knowledgeable" if it seems feasible.
  • (MS04) Start working on a "recruit campaign", so we can get some content people for the project.
  • Keep working with feedback for toxicFork on player movement, as always! :)
toxicFork
  • Work on the wallrun, to make it functional. Can always ask me (Dopefish) if you need feedback.
  • Take a look at the latest feedback for movement, and try to resolve the minor issues.
  • Rework ledging.

Tuesday, September 14, 2010

Milestone 4 - Sunday, 26th of September

Endasil:
  • (MS03) Improve the shockwave and firebreath spell, so they aren't projectile based.
  • (MS03) Make the first version of a spell that spawns a mud wall, but that only works on mud material.
Dopefish:
  • (MS03) Read through Milhaly Csikszentmihalyi's book "Flow: The psychology of optimal experience".
  • Go through the tutorials about AnimTree (http://forums.epicgames.com/showthread.php?t=739482).
  • Create a flowchart/animtree for the moves we'll need to record.
  • Plan and try to arrange a motion capture shoot with Måns von Rudfelt. Will have to ship him to Gotland for a day or two, to use the bigger mocap studio.
  • Start working on a "recruit campaign", so we can get some content people for the project.
  • Keep working with feedback for toxicFork on player movement.
toxicFork

Sunday, August 22, 2010

Milestone 3 - Sunday, 5th of September

Endasil:
  • Improve the shockwave and firebreath spell, so they aren't projectile based.
  • Make the first version of a spell that spawns a mud wall, but that only works on mud material.

Dopefish:
  • Read through Milhaly Csikszentmihalyi's book "Flow: The psychology of optimal experience".
  • Looking into adding collision to static meshes (such as the Super Mario 64 level).
  • Try making test/reference levels such as the Super Mario 64 one, but with Mirror's Edge and Shadow of the Colossus (dependent on if toxicFork can get the Dormin editor functional).
  • Do even more documentation about movement, trying to be a bit more elaborate.

toxicFork:
  • Add back the wallrun and improve it so it's a proper wallrun.
  • (MS02) Add ducking, and duckjump.
  • (MS02) Add dodge jump.
  • Player camera interpolation/smoothing.
  • Improving on already implemented features, such as ledging.
  • Add more entries to the config for tweaking player movement parameters.
irc.enterthegame.com - #unrealscript
irc.quakenet.org - #unrealed #udk
[18:10:42] toxicfork http://www.toxicfork.com/upload/1282489785604.jpg so it'd hit greens but not blues
[18:22:54] HEGI toxicFork , compare the z locations. in your case you find the floorlocation.z and check for actors that are lower than floorlocation.z + checkheight
[18:22:59] toxicfork HEGI I thought but
[18:23:04] toxicfork what if I got a huge object
[18:23:13] toxicfork and I still wanna hit it
[18:23:16] toxicfork but it's center is way above
[18:23:18] toxicfork what do?
[18:23:25] toxicfork I guess I could get their collision details
[18:23:28] toxicfork and check extent of box?
[18:23:38] toxicfork or cylinder
[18:23:40] toxicfork or whatever they use
[18:23:41] HEGI yep. check by collision extent
[18:26:25] HEGI toxicFork, not sure if its possible per mesh. but pawns have the getcollisionextent etc. functions
[18:29:27] HEGI Primitivecomponent.Bounds maybe. but not sure

Thursday, August 5, 2010

Milestone 2 - Wednesday 18th of August

Endasil: (Will be gone all next week, so not much time.)
  • (MS01) Shockwave area of effect (Earthquake, Inferno)
  • (MS01) Limited range spells with an angle of effect (Dragonbreath, Hydro pump)
  • Research environment sensitive spells for milestone 3. Can we check material and mesh information? Can they be tagged (stone, grass, dirt) and read during runtime? Can we check for water proximity?


Dopefish:
  • (MS01) Add fractured meshes (destructible cover) to the whitebox.
  • Update or create new documentation for player movement and controls.
  • Learn more about Unreal Cascade, the particle editor.
  • Do a lighting test level.

toxicFork:
  • (MS01) Being able to climb up ledges.
  • Add sprinting.
  • Add ducking, and duckjump.
  • Add dodge jump.
  • Add stamina meter.
  • Add more entries to the config for tweaking player movement parameters.

Saturday, July 10, 2010

Milestone 1: 10th of July - 1st of August


First playable / prototype
Jonas "Endasil" Stohr
Tobias "Dopefish" Lundmark
Firtina "toxicFork" Ozbalikci

- Multiplayer functionality (Endasil, Dopefish, toxicFork)
Getting the multiplayer functionality up and running. Being able to have two players online, that are able to perform the features mentioned in this milestone.

- Spells (Endasil)
Implementing some of the spells with basic funtionality such as shooting projectile (Fireball), shockwave area of effect (Earthquake, Inferno), throwing a projectile in an arc (Flares, Mud bomb), limited range spells with an angle of effect (Dragonbreath, Hydro pump).

- Movement (toxicFork)
Being able to perform a simple wallrun, walljump and being able to climb ledges. For this milestone, it will be very basic, but we'll implement the framework to build upon.

- Whitebox (Dopefish)
A test level with different scales, heights and distances. An obstacle course for being able to try out the player movement. Test scenario with destructible cover.

- Xbox 360 Controller (Dopefish)
Being able to use the Xbox 360 controller (for Windows) with UDK.