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August 14, 2005

Meeting Notes 08/14/2005

Today's meeting has been a very constructive one.
Here's the notes:
1) For Cloud spring 2005 wrap up
We want give a presentation to the department including faculty and students. It may take the form of a wednesday night speaker series.

The presentation is about the postmortem of the Cloud project and the plans for the coming two months. In order to create our postmoterm, all of us will require to write a brief postmoterm about our works, for example, engineering, art or game design. And we will spend a couple hours during the second week of the school and have a meeting with all the members including Tracy, Erin and Aaron too.

This meeting is mainly dedicated for the feedback and suggestion for Grant project's production and process.

2) Plans for Aug - Nov 2005
Time is never enough for us, neither Dyadin nor Cloud. I guess that's the way human nature is. Looking at all the opportunities we are facing. We have a pretty good luck to have both IGF student showcase 11/15/2005 and SlamDance student group 10/24/2005 available for us. Yes we are going to fight for both.

Since SlamDance has a 10/24 deadline, we will want to have all the features and assets being done before that. And spend the rest time before IGF to do bug fixing and game tunning. Kellee will join and help us on the production side. We will produce the equally or more fancy instruction menu and CD cases before 10/20 and submit them to both festivals.

We looked at the current cloud today and look at our schedule. Since Rick is going to work at EA for the first week after the school starts, we literally only have 7 weeks to realize all the features. I am concerned that to start a new system for cloud simulation may be beyond the risk line. I'll discuss this issue with John again.

In terms of quests and game-play, the little girl idea seems working with the four of us today. For challenge and conflict Kellee brought up the dark clouds again. Vince mentioned about flying through the dark clouds and dodge them. For story and opening animtaion, I shew Vince my story board sketch, and he is going to rewrite them, and add in music and potentially narrater's voice. Look at what left from the spring production there are still a lot things that nearlly everybody want to see:
a.Better Cloud Rendering (sprite size and movement)
b.Cloud on different layer
c.fog and view frustum culling
d.Weather effects
e.Better and maybe extra ways to control clouds
f.Dark Clouds


3) Schedule
I started a schedule template and filled in blocks and important days, for all the features and arts left to be done. I will need your opinions and suggestions to fill the finish the rest part of the schedule. I'm pretty confident of being able to get in the festivals, but it's our honor to make it a better game now. Cheer!

Schedule for IGF template
2005fallschedule.htm
Microsoft Excel Version

Posted by Jenova at August 14, 2005 07:15 PM

Comments

Sounds good. Let me now how you want me to be involved; I miss you all and the project dearly; as you know this game started last winter in Jenova's heart, he spread the sickness to me and ispent most of my winter break wroking story, schedule, and budget; it's come a long way, but there are still plenty of hurdles to overcome.

I would be careful about laying more work on the engineers, and try to use the system as is to make the best game possible.

Also, Jenova, are your storybaords layered photoshop files? You should let me animate them.

peace, love and clouds

Posted by: SEDinehart [TypeKey Profile Page] at August 15, 2005 09:59 AM

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