04-12 Meeting- (duration; roughly 2 hours)
- Welcome Tom to the team for Promotional Art.
- Welcome Chris to the team for Mapping.
- March's Site Stats:
- Pageviews: Range Total: 20,101 // Daily Average: 648.42
- Hits: Range Total: 67,070 // Daily Average: 2,163.55
- Average Length of Session : 00:17:17
- Dead Bodies will disapear.
- In the future, not only talk about community suggestion, but invite key
community members into our team meetings to give direct feedback as
well as talk with the team. - Possible promotional contest for Animators and Modelers. This will primarily
allow artists to get their portfolio seen, and if not picked up by us,
by some other mod needing skilled artists. - Character Finalizations
- Map/Area concept art
- Covers via environment interaction. Press against a wall, press a button and
now you're leaning. Walk up to a phone, press a button and pretend to
talk on the phone. ect-ect - Weapon Balancing in terms of; weapon
vs weapon, not only style vs style. Generally, big guns aim better, but
are harder to conceal. Factoring in cost of weapons also help level the
playing field. - The set time in world; is of a "peaceful" era where socially, people are sheltered from death and dead bodies. If they see someone with a gun, or rather a dead body or someone get
killed, they act in fright, as well wonder.. rather than heroes taking
justice. Officers, and guards will act the same way with peaceful
hesitense "Sir, put down the weapon.", rather than the officers taking
action and shooting players. - Main menu is a static 2d image; 3d slows down load time, and 2d animations are not all that great. (7 fps limit)
- Further defining the pre-spawn menu; users will be able to select a new player
model, as well as weapons during the re-spawn menu.
Progress: Finalizing Character concepts-- going in to animating and modeling
Hmm, okay. How will you get the dead bodies to disappear, and still make it look decent?