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Plan for Justin Mette

by Justin Mette · 02/14/2002 (8:04 am) · 2 comments

Admin
We are proud to announce a new team member today, Derek Halvorsen. Derek is a talented 2D/3D Artist that will be helping us wrap up Phase 2 and will be applying his full range of talents in Phase 3.

Bug
The bug has been completed for Phase 2! There was enough work completed on the bug this week to warrant its own section. To see all this work in action, check out our snapshot in the gallery.

All new texture and all new animations were created for the bug using the new scale. All animations except walk work in the game this includes: run, backward, sidestep, standing jump, running jump, falling, landing, pincer attack, bite attack, and two death animations.

Foot triggers were added to the appropriate animation sequences so the bug makes a sound when it walks and leaves footprints

All new bug SFX have been integrated including: foot steps, damage, death, pincer attack, and bite attack.

Coded support for the melee bite attack. We simply hooked the dummy bug melee weapon image up to the second mount slot and used the $mvMoveTrigger1 variable to control activation.

Added some intelligence to the bug. The bug only has a melee attack which works a bit different than the standard ranged (gun) attack used by everything else. While the bug is in attack mode and there are approx. two meters or less between the bug and his target, he will attempt a bite or the dreaded pincer attack.

Started working on a name for the bug species and this class of bug.

Characters
The Terran model received run, idle, and backward animations this week.

Intelligence and a weapon were also bestowed upon them so they will attack!

Players and critters now will regenerate lost health over time.

When you die (ctrl-k is the quickest way), you will leave a corpse on the ground now. It will have all items you had equipped at the time of death on it. When you respawn, you will start in the safe area.

Dynamic Mission Generator
Environment objects can now be linked to interior placement so certain environment objects will only show up when the interior is places in a position.

Garage Games
In an effort to contribute more to the community, we have created two tutorials this week: Hiding Nodes in a Model and Object Selection.

We are also working with Phil on setting up some Torque Core Projects Artificial Intelligence, Terrain Rendering Enhancements, and User Interface.

Heads-Up Display
Added first cut of inventory HUD window where the user can manage their backpack (equipping, dropping, or hotkeying). Still remaining is the Character window that shows attributes and equipped items for the main character.

Items
The Subspace Beacon was approved, modeled, and integrated into the game this week all that's remains is texture work.

The Large and Small Energy Packs were modeled and textured.

The Energy Shield and Vortex were modeled.

Concept art for the Sprinting, Neural, and Telescopic Implants were drawn.

Code was added to the engine to support ambient animations for static objects, like the Vortex and Energy Shield.

Research Station
The first piece of Research Station was modeled this week in draft form. The level of detail, the multi-level layout, the scale, the interesting rooms and equipment already developed was exciting to experience in game after so long of discussing it.

Weapons
SFX for the "shark" weapon were submitted and integrated this week. With these new effects, the weapon actually takes on a personality (yes it even talks to you).

Code was added this week to support an idle weapon sound.

Work continues on the weapon textures.



What I wouldn't do for a bulleted list feature in these plans :)

#1
02/14/2002 (5:25 pm)
I'd love to see a screenshot of that bug in-game :)
#2
02/14/2002 (5:40 pm)
There are some screen shots and a sample SFX of the bug in our recent snapshot. The links to both are near the bottom of the description.