Our prototype deadline is coming up and I'm hoping we can, at the very least, get some of my models into a pre-prototype tomorrow. At the minimum we should end up with some of my terrain pieces floating in the sky, with my flyer model flying around them. Naturally, for the prototype deadline in week 12 we need to have the bomb mechanic working. Perhaps not entirely polished, but at least functional.
For my part, there shouldn't be any problems getting some art into the prototype. I've dramatically changed our main player vehicle into a much improved, and probably final, form. I've also finished the mobile garage and four different buildings for the ruins. I've tested the main flyer and some of the ruins within Torque and everything has been pretty smooth sailing so far. I've only needed to go back for a little tweaking with scaling and multi-mesh grouping to get things to export properly.
As far as the characters go, I haven't managed to do anything further. At the moment, I'm thinking of doing just shoulder-plus-head models for all the character others than Clyde. I would, however, like to get Clyde fully into some cutscenes, and in any case we need a simplified clyde model to put in the flyer's open cockpit.
Our regular weekly meeting is on again for tomorrow at noon, and hopefully Lawson and Matt have gotten some cool stuff working. Fortunately, I don't have to mess around with that ugly code. All I've gotta do is extrude some cubes and paint them.
Things to do tomorrow:
- get my models into Lawson and Matt's pre-prototype
- texture the hippie vehicle
- get as many ruins done as possible
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