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January 16, 2005
Jan 16 2005 Meeting Minutes
To Do and Deliverables by Next Week -- Sunday January 23rd
Rick:
*Call john, ask when he's getting back, how he's going to fit in with our process.
*Work on Bushido: little technical details, i.e. mouse, fix timer bug in kernel, appstate switch bug, intercepting the
rendering code, alpha bucketing
*Get networking space for CVS, asset storage, website.
Glenn: Alpha bucketing/intercept rendering code, camera, cubic spline path
Jenova, Erin:
*Outline out the game demo
*Describe what player is doing in every choice.
*Script and Flowboard draft by Thursday for comments.
*Flowboard. Tracy wants an application spec, that is, the flow chart, what is happening on the start screen, options, game
state, end state, cinematic states. Write a script for the story/gameflow. Draft by Thursday for comments.
Erin: Semester Schedule, Budget
Aaron: Processing Prototype. Building Cloud class (base class, inherited classes).
Tracy: Send us an example of a game flowchart, storyboards, script, etc.
Vincent: next generation scoring sketch
Cloud Game Notes
Date: Sunday, January 16 2005
Time: 3pm (start)
In attendance: Dinehart, Aaron, Tracy, Chris, Rick, Glenn, Jenova, Vincent
Administrative: Budgeting
Timesheet: January 26th -- biweekly
Sign up with Jen Stein
We have hourly rates -- Jen Stein will know the rates.
Keep recepits and give to Jen at the end -- keep track of how much we spend.
max: 12 hours a week, $10-12/hr.
*What can we get done by the end of the semester?
*Playable demo, essence of the game by? mid-March.
*Possible to extend the game in the summer (no promise)
*Get the system of "Cloud" down, one level to start, looks nice.
*Make sure game play is playing.
Prototyping
*Java OpenGL, get the beta of Processing
*Build something very basic in the engine.
*Rick: 10-15 lines of C = 1 line of processing
Plan of attack
Jenova, Aaron: build prototype in Processing. Cloud simulation/game mechanics, tile-based terrain
Glenn, John, Rick: Extend Bushido, work in parallel
Tracy: Basic spec of the game, underlying features the same between the prototype and actual game. Spec needs to be given right away.
3:30 - 4:07: Jenova giving presentation from: http://interactive.usc.edu/projects/cloud/
Basic game ideas.
Tracy: happy if we have a build up, simple tasks: learning how to manipulate clouds, drawing with clouds, and then a large
goal to build a thunderstorm. Lastly: Payoff, we see an animation (in game, pre-rendered) to see environment change (flowers grow).
Tracy also says "we're not producing a game, we're investigating an idea."
Tile Based Terrain
*How big are the tiles? (n x n)
*Do we procedurally generate, what's the interface?
*Develop tile system
*Each tile a class (inherited from a general tile type), the inherited tile would have an update function that is affected by the gameplay.
base class (do we inherit this from a basic game object type):
class ITileType
{
render();
update(delta_t);
}
Q: How does the interaction with the terrain work?
A: The clouds can make a rainstorm, the rain falls on a desert tile and then changes it into a field -- makes it grow grass/trees.
Crazy Idea: Use tile-based system to build terrain regions (desert, forest/field, water), use the tiles to help procedurally generate 3D blocks that "join" together.
Tracy: Checkpoints instead of Milestones. We ought to decide which path to choose (what to do and cut) based on how far/fast research on (engineering) topics go -- i.e. cloud rendering.
Rick: Clouds are more important, we don't know how long it will take (research). Difficulty: We want to wait until John DeWeese gets back.
Posted by Jenova at January 16, 2005 05:06 PM
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