- Divide up rooms/props with Michele so we don't work on the same thing (she's making a list so that should help get us started).
- Ward style is relatively modern, believable as a real place, only small things going on that are weird and out of place.
- Possibly Cel-shaded (cartoon-y) for the whole level; making the level of reality several notches away from Full realism (which we cannot afford in time or effort)
- Story isn't really nailed down
- 150 tris per prop a good starting place for sinks and such.
- Multiple level of detail settings available- low mid high.
- Lambert skins only, Engine won't run other skins at this time.
- Yard sale collected sofas, not matching.
- Portraits and landscapes on the walls, again yard sale.
- Game objects and skins are in the Tutorial Base folder.
- (I need to figure out the adding to game process and placement)
- Use Show tool to check work-- make sure it works on Mac.
- Style guides: find picture to serve as style guides for this non-specific, non-time period Ward. Check the good ones with Kyle.
- Game code. Hack into it and figure out how it ticks.
- Demo completion date: end of Fall term.
Thursday, July 9, 2009
Meeting Notes
Met with Kyle, here are notes posted so I can't lose them.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment