Thinktank Meeting

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patrick
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Thinktank Meeting

Post by patrick » Wed Oct 04, 2006 8:37 am

Hi guys,

I have already written an email about it: we are going to meet to discuss ideas about the Orxonox story and some gameplay questions. Be sure to read the current Orxonox story setup in our wiki.
You can vote for a date for the convention here.

If there are not too many participants, I will invite you all to my home. Be sure to bring a few beers with you :P

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beni
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Post by beni » Wed Oct 04, 2006 9:01 am

Are there any specifics about what time you guys meet?
I'm only free in the evening, but such a meeting wouldn't be very useful if you guys are all drunk already until then.
It would be fun though :) .

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patrick
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Post by patrick » Sat Oct 07, 2006 10:38 am

hhmmm... it looks like Friday 20th got the most votes. Saturday 21st just got 6 votes (2 less). The problem is, that Beni can't join us on Friday.

On the other hand Silvan, Claudio and Bensch probably won't be able to join us on Saturday...

I'll write an email about this.

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beni
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Post by beni » Sat Oct 07, 2006 8:54 pm

I should plan my holidays better next time, that's for sure now.
I'm not happy to make you choose another date just because of me not being there.
I can offer to make my own thinktank and send it to you, patrick via email. Of course, that wouldn't be as good as if I am there, but at least my concerns and ideas would be adressed in the discussion.

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patrick
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Post by patrick » Sun Oct 08, 2006 11:00 am

Ok, I have written an email to orxonox-dev [at] mail.datacore.ch and asked if those 3 people also got time on Saturday.
Silvan already replied and is able to come on Saturday.

I think we will be able to make it on Saturday, so I hope there is no need for your suggestion. :wink:

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patrick
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Post by patrick » Fri Oct 13, 2006 6:58 pm

Hi all!

The think tank meeting will take place at
my home,
Saturday, October 21st 2006 at 13:00


If your train doesn't arrive at this specific time, +-30min is no problem.

I'm sure we will have a good time at this meeting,but be sure to take a few bottles of beer with you (but not too many O:-) ), I have a few bottles of chilled beer in the fridge too.
If you haven't done so already, please subscribe to the doodle site:
http://www.doodle.ch/dpJBnv6ThTQJ
or just write me an email if you'd like to join us.

Please read the story concept paper before the meeting
https://dev.orxonox.net/wiki/ConceptPaper
and tell us what you (don't) like in the paper. It would also help us
very much if you could think about some other stuff:
  • Will humanity fall and the Noxons win? Will the player be able to
    drive the Noxons back? Are the humans only able to retreat?
  • What exactly are the Noxons/Asheroc and what are their intentions? (and what are they not?) ;-)
  • Character (Who is the main character? Does it matter?)
  • Play Mode (3D vertical scroller? first person shooter? space
    simulation a la Rogue Squadron / Wing Commander?)
  • Story (elements you would like in the game, also if it doesn't fit
    into our current story setup! We wanna hear everything!! Try to find inspiration in your favorite films and books)
  • Missions (can you think about some concrete story lines, some
    constellations you enjoyed in other games and would like to play in Orxonox, too)
  • Character System (Does one collect money, experience points, salvage? Does one need to mine? Are there upgrades and how do
    they work? Remember: as simple as possible and as much fun as possible - optimize! :D )
Always keep in mind that the stuff we are talking about needs to be
implemented into Orxonox in a way that only takes the next semester to implement.
Do you want one fancy shader thingy or do you want to make a whole story plot with less graphics effects. Our time is limited, so what will count are the GOOD IDEAS and we will assemble them into one great story plot! :D
In the last year we wanted to generalize the Orxonox framework as much
as possible. Now Orxonox could be whatever we want it to be but there is a catch: we won't be able to spread our workforce into a fps, a vertical scroller and a 3d space simulater group. We must concentrate on one (at the most two) play modes. The fewer modes we have, the greater the chances to get a playable game (a few playable missions) at the end of next semester.

Of course we will make a short introduction to Orxonox before we begin for those of you who have never seen Orxonox in action before.

Cheers,
Patrick

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Results of thinkTank(R)

Post by hofzge » Mon Oct 23, 2006 12:22 pm

A short sketch of the results of the discussions:
  • vertical shooter & first person shooter multiplayer; variation of settings; maybe starfox sight
  • different multiplayer modes besides deathmatch
  • multiple ingame characters (drug addict, fighter pilot...)
  • goal: 1 playable level until end of semester
  • level consists of intro, space station, level
  • possibility of endless gaming or replaying of level
  • character system based on template character; points change character and make you individial
  • make game as replayable as possible
  • easier bugfixing on the webpage
  • level consists of Noxon initial contact and attack
  • Noxons are zerglike, biological creatures; Asheroc are beings of pure energy
  • humanity will prevail :P
  • release of automated techdemo of PPS levels
  • release of official alpha
  • inconclusive discussion about the method of modelling (to blend or not to blend - that is the question)
I hope I didn't forget too much; please feel free to add stuff :)

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patrick
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Post by patrick » Mon Oct 23, 2006 9:30 pm

hi hofzge,

thanks for the short sketch, it's very important indeed to summarize the event before the information gets lost. So here are some additional (and already mentioned) notes:
  • Releasing
  • selecting a windows maintainer
  • force stable version for windows
  • simple installers for all platforms
  • selecting people responsible for linux distributions (1 distribution per maintainer)

    Frameworking
  • artificial intelligence (AI) for enemies
  • random enemy mobs
  • space ship controls: turret style (defend station/cruiser), vertical scroller, horizontal scroller, from behind
  • narrative elements: radio transmissions, in-game-graphic cut-scenes, scrolling text
  • new ODE (open dynamics engine) physics engine/collision detection (by Claudio)

    Content
  • Noxons: Organic style (all their bases/ships are organic)
  • Asheroc: Energy style (all their stuff is made from pure energy)
  • Humans: Crappy, rusty style
  • space Stations for resupply and trading
  • ship character attributes: energy (reactor), slots (connectivity), shields, weapons
  • character traits: drug-addict, berserker, sniper, trader (not all from the think tank:D)
  • game starts with cut-scene (as proposed by beni in the wiki but in a space station instead of a city)
  • mission1: @ Earth: first contact with Noxons: fight and escape
  • mission2: @ Mars resupply station: resupply, fight and escape
  • multiplayer: assault style (unreal tournament) :arrow: Andreas' idea

    Public Relations:
  • better webpage structure: find important stuff faster
  • licensing the content (code, models, sound, pictures, etc.)
  • correcting of webpage, wiki and forum
  • announcement of releases on the website/forum

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