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!
)
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!

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