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New Project: Bombing Mission!

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sl1982:
Hey guys timu came up with what i think is a good idea. He suggested that we all work on one area of the game. Mainly the first reactor mission. If everyone is on board with this it would be a great thing to do to get more people interested in the project. There are many things to do so there should be something that everyone is good at.

Things to do
-field backgrounds (i plan on modelling the 1st reactor scene)
-battle backgrounds (anyone up for this?)
-redone battle models, including main characters and enemies (neo has a couple done, need texture)
-redone npc's like jessie and wedge
-enemy battle effects (i can most likely take care of these)

If anyone thinks of anything else let me know and ill add it. Hopefully we can get the whole section done and then release a demo of sorts.

Regarding style, we are trying to stay true to the original feel of the game. Following is a quick list of concepts to keep in mind when working on any game assets:

* Anime style characters
* Chibi scale field models
* Full scale battle models
* Mainting proportions of original models
* If you're not sure about something style-wise, ask SL1982 or Timu Sumisu
* Expected Poly counts for characters/enemies : generally 4000-6000 tris
* Prerendered background resolution : (to be decided) 4 or 5 times the resolution of the original image
TASKLIST

PLAYER MODELS

Battle

CLOUD Status: Complete


BARRET Status: Needs minor modifications



ENEMY MODELS

GRUNT Status: Complete


1ST RAY Status: Complete


SWEEPER Status: Complete


GUARD SCORPION Status: Complete


To Be Done

MP Status: Available


GUARD HOUND Status: Available


MONO DRIVE Status: Available



FIELD MODELS

CLOUD Status: Minor tweaks to be made


BARRET Status: Will be scaled from battle model


BIGGS Status: Available


JESSE Status: Available


WEDGE Status: Completed


RED SHINRA GUARD Status: Available


MP Status: Available


Misc Field Items

Materia Status: Complete


Save Point Status: Complete (Need files still)

Potion Status: Unknown

Train Scene (File - md1stin) Status: Modelled, awaits texture


Outside Scene 1 (File - md1_1) Status: Modelled, awaits texture

Outside Scene 2 (File - md1_2) Status: Modelled, awaits texture


Outside Scene 3 (nrthmk) Status: Modelled, awaits texture

1st interior reactor scene (File - nmkin_1) Status: Modelled, awaits texture


2nd interior reactor scene (File - nmkin_2) Status: Modelled, awaits texture


3rd interior reactor scene (File - nmkin_3) Status: Modelled, awaits texture


4th interior reactor scene (File - nmkin_4) Status: Modelled, awaits texture

5th interior reactor scene (File - nmkin_5) Status: Modelled, awaits texture

Outside reactor scene (File - nrthmk) Status: Modelled, awaits texture

Elevator scene (File - elevtr1) Status: Unknown



Battle Scenes

OP** Status - Complete


OR** Status - Complete


OQ** Status - Complete


OS** Status - Available


Satoh:
What style are we wanting for field models?

Have we even decided to touch those at all before now?

Do we have a list of enemies that appear in the first few areas? I only remember a few myself... Are we going with the Retconned enemy style for the guard hounds and such or the old style?

What are our current limitations? I heard someone suggest that semitransparent textures are now viable... Is that true?

Input! I need input if I'm to consider this! =D

sl1982:
All original style of course. :P

And no i do not think anyone in the project has touched much of this stuff yet.

There are only a few enemies
-guard scorpion
-sweeper
-guard hound
-those shinra guys that have bionic arms
-the parrots
-and the tiny guns

Semitransparent textures do work now, but not sure how that is relevant to this stuff.

Any other questions?

Timu Sumisu:
tasklist started, I will be updating throughout the next bit of the night and tmrw, until its done :P

Chocobo_Girl:
I would like to do the guard hound. :) Made a couple drawings of it based on the concept art of it a while back.

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