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[Sprint#6] Re-organization + main character
http://www.coopordie.com/forum/viewtopic.php?f=8&t=465
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Author:  Pat AfterMoon [ Thu Oct 29, 2009 6:08 pm ]
Post subject:  [Sprint#6] Re-organization + main character

Another step forward ;)

Initial sprint description: Sprint6.pdf

Main goals this time are:
  • Animations
    • Fix animations transitions
    • Fix weapon pointing at target
    • Fix crounched animations when wounded
    • Add kick animation when enemy is too close
    • Add pain animation
  • Camera management
    • Implement camera management ala dead space
  • Model specification
    • Create a first draft of specification for the main character for contracting a freelance modeler.
  • Teak the actual mission
  • Add various small modification for enhancing the current mission: more monsters, another mine shaft, modify the terrain ...etc.
  • Update user manual
    • Update screenshots with actual version
    • Update existing chapter
    • Add a chapter about global map
  • Update the development process
    • Rework the feature list and the product backlog
    • Define the 1st release like a sprint
    • Cleanup and simplify the spreadsheet

I have restarted to use the Robomaniac futuristic soldier for the prototype.
Image
Note: A clip counter has been added on the back of the character and a new "pad" to refill ammo.

Author:  xRDVx [ Thu Oct 29, 2009 8:45 pm ]
Post subject:  Re: [Sprint#6] Re-organization + main character

Oh oh.. It is finally here! The Sprint 6!

Well.. I'm glad you'll have the Robotic guy back on action... =)

First of all I think you should do the drafts so you can hire the freelancer (ehem.. would clicking on some add help you pay it?)

But from here.. just do whatever you feel pleased of doing in the moment you do it..

I just have one complain.. those numbers look so awfull =) But is good you also take into account the clip number.. Just for curiosity, will they be on a dispesator(or dispensor)... would the numbers fade away so the character doesn't look that "loaded" with numbers?

But good job...

A suggestion for the Landscape: Why don't you try a scheme of green, like some grass... with some morphed Trees, like from radioactive effect...
Then a brown look for the terrain close to the acid to give it the look that it is actually being melted by the acid. Though this would asume the acid never raised before on the Land or it just takes way too much to go up and never kills all the grass.

Then I get a little doubt: How the hell works the "point" system for the mines?

Author:  Pat AfterMoon [ Thu Oct 29, 2009 11:03 pm ]
Post subject:  Re: [Sprint#6] Re-organization + main character

xRDVx wrote:
I just have one complain.. those numbers look so awfull
It is all temporary. It needs to be tested, but I would like to see each clip hooked to the character belt.

xRDVx wrote:
A suggestion for the Landscape...
Let continue this discussion here: [Official] Environment discussion

xRDVx wrote:
Then I get a little doubt: How the hell works the "point" system for the mines?
Currently, the ore extracted is the duration of active pumping, and the damages are only counted when the mine shaft is open. But it is only for testing.

Author:  Pat AfterMoon [ Thu Nov 05, 2009 10:35 pm ]
Post subject:  Re: [Sprint#6] Re-organization + main character

Finally I've got too much problems with the animations of the soldier model. Importing animated models splitted in multiple files is more compliquated with Unity than a single file with all the animations included.

I have switched to the Elite trooper girl from 3DRT.

Image

Author:  ANDREI [ Fri Nov 06, 2009 9:18 am ]
Post subject:  Re: [Sprint#6] Re-organization + main character

huh, we have got to use girl model :lol: ?

Author:  xRDVx [ Fri Nov 06, 2009 11:34 am ]
Post subject:  Re: [Sprint#6] Re-organization + main character

Well.. Who was the smart guy that splitted the anim into multiple files? Is just SILLY! I know it has adventages.. but, yet... I liked that guy. Let's hope you don't have more troubles with models :s

In any case.. did anyone note that the left leg seems separated from the rest of the body?

Author:  ANDREI [ Fri Nov 06, 2009 2:20 pm ]
Post subject:  Re: [Sprint#6] Re-organization + main character

xRDVx wrote:
In any case.. did anyone note that the left leg seems separated from the rest of the body?


yes,me. (now not before xD :lol: )

Author:  Pat AfterMoon [ Sat Nov 07, 2009 6:04 pm ]
Post subject:  Re: [Sprint#6] Re-organization + main character

ANDREI wrote:
huh, we have got to use girl model :lol: ?
Until I have the final male and female models... yes !

xRDVx wrote:
Well.. Who was the smart guy that splitted the anim into multiple files? Is just SILLY
The futuristic soldier from robomaniac was designed for the Torque Game Engine, and the TGE exporter require splitted animations.

xRDVx wrote:
In any case.. did anyone note that the left leg seems separated from the rest of the body?
This is only a visual glitch caused by the color of the border of her tiny pant.

Author:  Pat AfterMoon [ Sat Nov 14, 2009 8:35 pm ]
Post subject:  Re: [Sprint#6] Re-organization + main character

When defining the tasks for this sprint, I have forgotten something: the release of Borderlands :shock:

Author:  ANDREI [ Sun Nov 15, 2009 10:12 am ]
Post subject:  Re: [Sprint#6] Re-organization + main character

Pat AfterMoon wrote:
When defining the tasks for this sprint, I have forgotten something: the release of Borderlands :shock:


lol, i watched the trailer and i will t****** d******* it :)

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