Just a little copy/paste from last weeks SITREP in case you missed it: SITREP is basically an ongoing progress report where we publicly display our current tasks, progress and focus areas. Primarily targeted at those of you who find game development and our Open Door Development methodology intriguing.
Team debriefing
Kim (ZPSHicks): "I've finally managed to export all Jess's map-prototypes from Running Man (Deadlock is our new clean platform, so everything "old" has to be shit-filtered hard to avoid random stuff crowding things). Other than that most of my time has been spent setting up modules for the rest of the battle-areas inside Operations and we'll most likely have the next iteration of the map online sometimes next week.".
Kenneth: "My venture into realtime audio FX in Unty turned out to be a dead end. There are so many flaws in the current FMOD implementation that the realtime FX are practically useless to me at this point - but all this will be fixed in future releases of Unity (currently v3.3). So instead I ventured into the realms of "The Speed of Sound" and made a small prototype which in my opinion actually turned out quite ok - and then I blogged about it. This last prototype also gave me an idea how to combine all of my latest prototypes into an "Advanced Sound Propagation Model"... But more on that later."
Mikael (heks): "Last week my networking prototype (which was built on the built-in network in Unity) highlighted the need for a robust middleware solution that would meet our design requirements for Deadlock. So I've been R&D'ing various high-profile middlewares and although they've each shown strengths and weaknesses I've been forced with facing reality; Whichever solution we choose it won't fit the bill perfectly! The fact is that with the high-fidelity requirements of Deadlock the pros of staying in-engine, and thus being able to access the full world simulation authoritatively, far outweighs the extensibility of any of the middlewares I've looked at so far, and I don't think that will change any time soon. I've got a few ideas for a hybrid solution some time in the future but for now we're going with Unity. I also added some very basic support for community avatars on the "Edit User Profile" page.".
Nicolai (Reese): "More admin stuff, and loads of it; annual accounts, AGM etc. However, I did manage to get some creative work done during last weekend. More particularly, in shape of five short initial music scores (maybe) targeted for Deadlock. I will release these pieces next week in my first music blog in case any you of guys are interested in the scoring process and my thoughts of creating music for Interstellar Marines".
InterstellarMarines.com Summary
Picture of the Week
Mentions this week
We are (still) very keen to keep you posted on a weekly basis and hope you find this as exciting as us.
All the best, Nicolai (Reese) & the team at Zero Point Software
YaY for good concept art
Except for the shark and marines, the concept art looks amazing. TBH, the shark seems so out of place in this game. It's the equivalent of DICE adding a mutated kangaroo to Battlefield 3.
Well, we don't rightly know the story yet. I mean they plan on having a full on Alien faction too.
Kangaroos with Stinger missiles wouldn't be so out of place in BF3 xD.
Happy Crash for kim?
awesome concepts!
I belive