Post news RSS Interstellar Marines: SITREP - Week 012

Two nominations, and yet another highly creative week of conceptualizing, maturing, developing, SCRUM planning and basically getting up to speed with a lot of aspects in regards to our first multiplayer release: Interstellar Marines:Deadlock. Read more in this weeks SITREP.

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Read last weeks SITREP [Here]

Team debriefing

Kim (ZPSHicks)
Game Director

"My work-week began two days late, actually, after an extended weekend with the family in mighty Sweden (My wife is Swedish .. but you can't blame her for that! :) .. except the expedition was at the expense of this weeks Picture of the Week and Ask the Developer.

I'm currently coordinating with Cotta to help align his continuous conceptual work on ITO Training Grounds and have also started documenting on our initial competitive edge with Deadlock; One underground cave map which can dynamically adjust weather, light, rules of engagement, objectives etc. to present the world with something no one have experienced before .. sales talk start: "All part of our ambitious commitment to change what people can/will expect from realistic science fiction in FPS games" sales talk end".

Mikael (heks)
Lead Programmer

"With a "Roskilde hangover" on my conscience I started the week as our newly appointed Scrum Master, doing release and sprint planning in conjunction with my fellow teammates. This has (hopefully!) helped us align the vision and it seems like we've got a pretty good idea for where we're heading now.

We've also been tidying up our offices (our latest mantra being: NO LOOSE ENDS!) and restocking on office supplies etc. We're probably going to move our office furniture around next week to improve our work environment, with the recent influx of "new" people to the team.

The last couple of days I've been coding on the networking framework for Deadlock; it's nice to be back on dedicated production with clear doable sprint goals!"

von Cotta
Concept Artist

"A quick update here from the ZPS art department.
This week I have basically been forging ahead with the training ground

We are trying to nail the look for the modular elements, decals,
platforms, staircases, bridges, etc., and how they all fit together in
the wast underground cavern complex.

It is quite a task and there is a lot of communication back and forth
between me and Kim. But it is a good feeling, when you start to feel
like you are on the right track. And hopefully that is where I am now.

Semper Fi "

"Whole bunch of tasks has been identified for IM:Deadlock using SCRUM"

Anders (cptKickASS)
Game Artist

"SARA: Entry mismatch. Subject appears to be offline. No record stored this week".

Jess (NecroSonic)
Level Designer

"SARA: Entry mismatch. Subject appears to be offline. No record stored this week".

Nicolai (Reese)
CEO & Composer

"I've been creating different soundscapes for Deadlock. Being kind of prototyping various ambience ideas and testing mood settings before I make it all work in-game in our new upcoming multiplayer map". Summary

ITO Training Grounds (Art Direction)

Mentions this week

Interstellar Marines: Running Man has been nominated by European Games Awards in the following two categories:

Best European Browser Game
Best European Indie Game

We are obviously very happy for these nominations and we urge you all to head for the website and vote for us. We can't make it without you Marines :)

Thanks for your support and feedback on our community website.
Feel free to preorder and support us by upgrading your profile.

All the best,
Nicolai (Reese) & the team at Zero Point Software

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elite879 - - 432 comments

Holy hell if that concept art is what you're aiming for in a map this is set up to massively epic.

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