February 15 Assignment

Due: Feb 22

  1. On 2/15 we discussed the assets that will be placed in the SharePoint repository. Again, by way of email please identify which assets you believe are a part of your "deliverables." EVERYONE who is working on map dependent assets should visit the paper map(s) in HH 407 and make an overlay to the maps of the assets for which they are responsbile. Alphonso, Paul, Luis, Chris, Nick, Elizabeth and who else, have been volunteered to create the map for the junkyard. We will review this is horrible detail on 2/22.

    EVERYONE regardless of which kind of asset they are working on should come to class on 2/22 with a text-based description, or drawing, or sound that defines the state of "low res" for that asset and a play for completing all necessary assets of their type by mid term.

    Assets:

    1. Map dependent assets (will need to be implemented within HH-2
      1. Maps   (contain entities, walls, skibox (entities))
      2. Characters
      3. Logic Triggers
      4. Sound/Music
      5. Props
      6. Lights
      7. Textures
      8. Particles
    2. Not map dependent, but will need to be implemented in HH-2
      1. 2-D interface elements
      2. Color pallet
      3. Cut scenes
      4. Tutorials (text)
    3. Support
      1. Half-life maintenance/compile
      2. Maya support
      3. SharePoint Administration
  2. As usual, if you have something new to contribute to the game that need to be compiled into a version of HL-2, PLEASE get it to Jason by Monday noon via the share drive, also please email him with a cc to Ursula that you've left something for him. Think about how we can migrate this procedure to the SharePoint server, and come to class prepared to discuss this.
  3. Craig did a splend job getting us some tools for production management. Based on readings from Chapters 11-13 (which you should already have read), comment on the distinction between software tools that facilitate communication and those that support asset management. USE the SharePoint this week and comment on whether it helps or hinders (a) communication, (b) asset management. To that end, please identify to Craig which of the following groups (yes, groups, not single group) you think you belong in. Copy your email message to Ursula please, and include a SHORT justification for why you belong in those groups: (by way of this assignment I am asking Craig to create these groups).
      1. Logic
      2. Interface
      3. Front page
      4. Mini-map
      5. Technical support
      6. Game tech
      7. AI/Logic
      8. Character
      9. Lighting
      10. Scene
      11. Physical objects
      12. Texturing
      13. 2-D interface (mini-map, meters etc.)
      14. Music
      15. Sound
      16. Tutorials/resources
      17. User interface input (controller)
      18. Story police
      19. Dialog
      20. Documentation
  4. Read chapter 5 in the text. Take a position on the conflict between "being like the games that are out there" and "being innovative." This question came up twice on 2/15: first with regard to whether we should use textboxes, dialog non-verbal cues, background information to communicate, especially when the aliens need to get information across, second with regard to whether we are going for a "synthesized" sound or something more sophisticated. Write f paragraphs on your stance on the concept in general, as well as on these two points in particular. Finally come up with at least one other instance where these kinds of issues related to "balance" come into play. Be prepared to discuss these points on 2/22.