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Interstellar Marines is an immersive AAA-quality Indie FPS with RPG elements, tactical co-op & nonlinear gameplay set in a believable future.

Post news Report RSS Interstellar Marines: SITREP - Week 027

What do you get if you mix a bunch of highly dedicated game developers with a camera and some liquorice? Find out in this weeks SITREP, it's a double-dare :)

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Read last weeks SITREP [Here]

Team debriefing

Kim
Kim (ZPSHicks)
Game Director

"Last Sprint ended successfully with the CR1 map getting very close to where we want it to be when we start inviting you guys/gals to play Deadlock, soon. I've spent a bit of time adding rain particles to one of the weather modes and have committed to giving all weather modes a lot more love in general, including a special little treat for launch (not lunch)! :)

Besides working intensely on CR1, I'm also focused on tweaking a few of Anders magical new shaders and is coordinating with Jess on a map he'll commit to releasing inside Deadlock at some point in the "near" future!

Can't wait! :)".

heks
Mikael (heks)
Lead Programmer

"Another week, another sprint release.

I ended up delivering a functional version of the marine that is no longer based on Anders' character prototype, but rather on the framework that is Deadlock. It's working beautifully.

For the current sprint I'll mainly be looking into the - perhaps most important thing in an FPS - shooting!

In other news I decided to award the team a Skipper Pipe each in honor of the sprint release. Look below for triple-A posing ;-)".

Scribblehead
Jesper Andersen (Scribblehead)
Concept Artist

"'Its that time of the year again…xmas feeling in the air and i'm getting mucho work done. As of now i'm sitting around and putting the absolute final touches on the exterior of the main Deadlock module building (concrete style…though don't worry, Kim is keeping a close eye on the badass to 80s-concrete jungle ratio XD). Crossing my fingers that it'll make for a nice PotW some time in the future :P.

Next up is more weapons i think….still have got some interiors to do - but i'm pretty sure Anders will have to check up on my architectural skills first!

And great…i've started playing both Skyrim and BF3 side-by-side, goodbye social life, i'll see you in 2012 :D!'".


"Gamedev's, wannabee fishermen, crab people or even Jack Sparrow? Resemblance? Aye!"


Anders
Anders (cptKickASS)
Lead Artist

"SARA: Entry mismatch. Subject appears to be offline. No record stored this week".

Jess
Jess (NecroSonic)
Level Designer

"Back from the dead (for a while).

I am visiting ZPS HQ today to talk to Kim about future maps for Deadlock. From January I will be dedicated to a single map. No more crazy prototypes now it is the real deal. In the immortal words of Duke: It is time to kick ass and chew bubble gum - and I'm all out of gum.

I have a pretty clear image of the map I will be building using some of the elements of the prototypes that I have been working on for the past weeks. The new map will be pretty different from the Combat Range01 that Kim has been building, by focusing more on bigger buildings that will house more of the action and by having a little less open country".

Nicolai
Nicolai (Reese)
CEO & Composer

"Ive finally got enough basic material, inputs and details to plan implementing the sound design for CR1 (Deadlock); the next couple of sprints. This basically means sound design and tech/audio code in areas such as Guns, Movement, Ambience and Roomtones as well as I need to implement some (functional) trigger- and reverb volumes.. and the likes :)

I have a stockpile of audios ideas (and music in development) which goes way beyond the above but then again; time and ressources are always the issue. So, "For The Love of Iterations" i faithfully continue my quest for establishing "Realistic sound" :)

InterstellarMarines.com Summary

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All the best,
Nicolai (Reese) & the team at Zero Point Software

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Post comment Comments
SinKing
SinKing

Storyboard must be for cinematic, otherwise why shoot it from different height angles? The bad thing is that there is no reference as to how large anything is. That's were some detail would help.

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