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#4 Basic gamemodes

0.1
open
nobody
Code (4)
2014-04-04
2014-04-03
No

Create the basic gamemodes, Capture the flag, Deathmatch, and Team Deathmatch

Discussion

  • sp3ctrum

    sp3ctrum - 2014-04-04

    Hi ! if we are going to organizate the work using tickets, it is recommended following good practices, for example:

    • Define fine course tasks that facilitates one team member could develop without dependencies in a limited time scope, in agile team is preferred 3 days maximum of dedication in one task.

    The normal approach here is to define a "milestone" per game mode, in fact develop a complete game mode with its resources (hud, assets, code logic) could take a lot of time.

    Also this approximation is applicable with content like weapons, models, animations, maps...

    Here some template samples:

    Task x - [Weapon] Create FBX base mesh and LOD meshes for railgun
    Task x - [Weapon] Create textures and consolidate multilayer material for railgun
    Task x - [Animation] Create base skeleton for shooter player
    Task x - [AI] Review navigation map and refine inaccessible areas
    Task x - [Network] Base replication states for multiplayer game
    Task x - [Map] Fit correctly Light map Volumens
    Task x - [Map] Place ambiental sounds
    Task x - [Map] Place reflection areas
    Task x - [Effect] Design a particule effect for volumetric sand environment

    This is a start...

     
  • victor blanco

    victor blanco - 2014-04-04

    Yes, that was planned to be done. I just created this basic broad tasks more like a test. After we start working a bit more, there should be tasks for every little things, assigned to someone, and that someone should report the progress as comments.

     

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