Looks like pretty much all the code we wanted in before ChristmasDoug
break is getting in, including the scripting language and door physics stuff I
mentioned last week.
Dorian's
been burning the midnight oil at both ends (as it were) working on a much-needed
radical reconstruction of our first demo level, which we finally decided had
acquired just a few too many demo barnicles, especially considering that we know
much more about the tools at hand than we did at its inception. As good as that
level was, it was becoming hard to work with, and I must say the new version
looks like it'll be even better. Mike
and Randy's
mission work also proceeds apace (some hints for the curious out there; the
missions in question are "Lord
Bafford's Mansion," "Cragscleft
Penitentiary," and "The Haunted Cathedral," respectively).
Mark
is getting a bunch of new objects in and doing a fine job of putting up with me
telling him whenever an object which should be "flat" shaded is "phong" shaded.
Art's been a bit short-staffed since the departure of long-time LG stalwart Robb
Waters, who's moved on to greener pastures. Now subbing in for Robb is the
newly-acquired rookie known only as "Nate."
We had our first big recording session today, for our prototype's voice
actors. Not to malign what is otherwise a kick-ass game, but I've promised
myself that our voice talent is going to be better than in Castlevania: Symphony
of the Night (which I only mention because I've been playing
it lately). -Tim