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Thread: Project: Time frame, schedule

  1. #1

    Project: Time frame, schedule

    Hi folks,

    tommorow is the official start of the contest. We have allready some ideas how some parts of the game could be working out and I think that this is a good thing. Of course, a lot of the aspects are not dicussed but till the end of October, things shoud be carved in stone. I mean the general direction and the feature set.

    To give you all a time table of how I would like to set the milestones of the project, I made this time table. I will extend this over the next weeks as things become more detailed.


    October 31st, 2008:

    - Feature set decided
    - Story and setting finished
    - Track implementation done
    - Track editor workable
    - Dummy artwork for track and vessel for testing provided
    - Particle routines done

    November 30th, 2008

    - OpenGL GUI routines done
    - Dummy artwork for gui provided
    - Multiplayer routines done
    - First play mode playable
    - SoundFX provided
    - Music partially provided

    December 31st, 2008

    - Second play mode playable
    - First play mode finished
    - Artwork finished


    January 27th, 2008

    - Everything has to be done

    January 29th, 2008

    - Game packaged and send to CodingMonkeys

  2. #2
    thinBasic MVPs kryton9's Avatar
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    Re: Project: Time frame, schedule

    Looks good Michael, right now I can't think of anything to add. Thanks.
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  3. #3
    Super Moderator Petr Schreiber's Avatar
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    Re: Project: Time frame, schedule

    Thanks for the plan,

    seems ok to me.


    Petr
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  4. #4
    thinBasic author ErosOlmi's Avatar
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    Re: Project: Time frame, schedule

    Thanks. Great schedule plan.

    I've only one doubt on "Multiplayer routines done" if you intend multi player over tcp/ip because we have done little experience with it so we are not aware of possible problems.

    Ciao
    Eros
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  5. #5

    Re: Project: Time frame, schedule

    Hi folks,

    I moved to posts by Eros and Jason into another topic http://community.thinbasic.com/index.php?topic=2163.0 .

  6. #6
    Super Moderator Petr Schreiber's Avatar
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    Re: Project: Time frame, schedule

    Mike,

    you posted questions on who is working on what in many threads,
    I would like to specify here what I am working on ( and take responsibility for ) now:
    - particles ( with perfect help from Simone )
    - ray-mesh collisions

    I know I will not have time for following:
    - hi score module
    - multiplayer
    ... because I have too elemental knowledge in these 2 areas, I know it would took too long to me to get something done and the result would not be reliable.

    I fully support idea of tile based track editor, but I am not sure if time resources will allow to help on this during October.
    I would like to work on AI but I need to finish ray-mesh collision first. This is essential feature we need for AI sensorics.


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  7. #7

    Re: Project: Time frame, schedule

    Thanks Petr for the info. My question in the particle topic was about a particle editor, not a track editor. Something to visually desing an effect.
    If we decide to go the tile based track way, then I suggest to use the editor I have started and that I enhance it with feature you guys would like to see.

  8. #8
    Super Moderator Petr Schreiber's Avatar
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    Re: Project: Time frame, schedule

    I am also for using your editor,

    it is simple to use, but it does allow to create quite diverse tracks.
    I will answer the particles in the particles topic.


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  9. #9

    Re: Project: Time frame, schedule

    I am getting a little confused by the phrase, "Track Implementation".

    I think I will step-up and invest some time into that portion of the project. I assume you are looking for, "How it will be used", as opposed to how it is created. (Eg, not track-edit.)

    We all agree on the blocks concept, but we are at a cross-road for the AI, which ultimately decides how the track is used in the game. However, I can/have been thinking full force about the game-play interaction with the track. (The logic, not the physics.) I believe I have finally come up with something that will work perfect, for both AI and player and camera. Took two nights of coffee, coffee, coffee... Thank-you Starbucks!

    It does not simplify anything, but it should allow us nearly full track-freedom. Once I get the generic code into my sandbox, I will say more. It was actually something Kent said, on another topic, which led me to the idea. (P.S. I have added the car-views to the sandbox, and those will also be in there.)

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