DEVELOPMENT

PROGRESS
DEVELOPER NOTES
TUTORIALS



PROGRESS


Milestone 1

First Public Prototype (released 2/6/06)

Target

Actual

3D & Mapping

1. New open-space map with global lighting.
2. Custom objects for the level (plants, debris, etc) and new textures/skybox.
3. Several structures, NPCs, and objects added.
4. Custom shaders for heatwaves and bloom.

1. 7 brownstone tiles (walls and trim) with description strings.
2. 6 map object meshes, with variations: derelict car (x2), drivable car, barrel, tire, plant, chainlink fence (4x posts and fence pieces).
3. Springhill map demonstrates capabiltity of creating a variety of structures with a few tiles, and an outdoor/sunlit level.
4. Integrated bloom shader to soften shadows and blend screen image.

Audio

None

1. Three music tracks by Blaise included in the release.
2. New gunshot sounds for pistol, machine gun, and chaingun.
3. Example soundscape.

Interface

1. Over the shoulder perspective.
2. Inventory window opened with hotkeys that displays carried objects.
3. New HUD with a text box (displays events, descriptions), equipped item slot, and hotkeys for windows (character sheet).

1. New load screen and main menu.
2. Draft of HUD and character sheet graphics, functional AP and Health meters.
3. Third-person camera perspective with corrected crosshair.

Gameplay

1. Demonstrate action points (AP) and continuous-turnbased combat.
2. Pressing key in range of the NPC opens a window with interactive functions (a close button).
3. NPC dialogue window contains branching dialogue (2-3 layers deep).
4. Items can be equipped, weapons must be equipped for use.
5. Contextual menu items have demonstratable effect on target object.

1. Combat system draft: action points + step based prototype, conventional firearms, wound system, and basic melee functions in place.
2. Examine command displays description string for whatever is targeted.
3. Character statistics in place for player and NPCs, demonstrated application of skill % in combat function.
4. Low-caliber pistol, shotgun, SMG, and chaingun technically implemented.

Concept & Design & Management

1. Assemble team.
2. Write design document + style guide.
3. Start website with forums and FTP space.
4. Design Springhill (prototype town).
5. Concept unique buildings of Springhill.

1. Website launch with gallery, downloads, and project backround.
2. Private forums, FTP space, and IRC channel #groundzeromod on Gamesurge.
3. Master design document draft.
4. Style guide started by lead concept artist; color and character sections drafted.
5. Visual production pipeline established and recorded on forums.
6. Production plan of iterative releases built around one new game system.

Public Relations

1. Announce project on forums + mod websites.
2. Make release by end of college winter break.

1. Profile established on Moddb.com, Prototype mirrored.
2. Informational threads on doom3world.org, polycount message boards, and cgtalk.com.


Milestone 2

Event & Quest Systems (released 6/6/06)

Target

Actual

3D & Mapping

1. Complete brownstone tileset (trim, etc) with UV templates.
2. Produce a dozen additional map objects from concept art.
3. Generate outlaying terrain for Springhill.
4. Replace character model with female PC.

Audio

1. Responsive music scripts.
2. Tweak gunshot sounds.
3. Placed ambient sounds (not omnipresent).
4. New footstep sounds.
5. Bullet Impact sounds.
6. Two new music tracks.

Interface

1. Revised graphics for HUD, Inventory, and Character sheet.
2. Graphics, audio, and control settings in main menu.
3. Free-floating cursor.
4. Interactor indicator.
5. New impact effects for deflect/absorb.

Gameplay Systems

1. (External) relationship system prototype.
2. Event system draft with simple quest.
3. Interactors: Use/Speak, Pick-up, Use Skill On.
4. Inventory draft.
5. Dynamic entitity spawning.
6. Accurate cursor.

Concept & Design & Management

1. Finish off brownstone tileset schematics.
2. Design three basic body types and clothing "outlines".
3. Sketch out 21 listed map decorations.
4. Recruit 3D lead.

1. Brownstone tileset : 2 Storefronts, 2 Store Windows, Apartment Door, Back Door, 3 Wall Trims, 4 Roof Trims, 2 Columns.
2. Three male and three female basic body types. Basic clothing "outlines" for all body types.
3. Designs for : 2 Watertowers, Town Powerlines, Barber Pole, Street Light, 9 Neon Signs, and a variety of Town Signage.
4. All style guide sections drafted.
5. Character customization system drafted.
6. Texture work for wall surfaces and floors started.
7. Opening 2-d animation for game almost completed.

Narrative

1. Two faction cultures written.

Public Relations

1. Distribute recruitment posters at MCAD and USD.
2. Create presence on conceptart.org, programming forums.

1. Posters distributed.
2. Created presence on conceptart.org and programming forums.