Busy, busy, busy
Things just got a little more exciting and a little more hectic! I've taken over a new role at work, managing the projects we are working on and with it comes a ton of admin activities. Being an individual contributor till now, I've never really appreciated the amount of work that actually goes into managing a large scale project such as ours and this was sort of a rude awakening. Still, I've jumped in with both feet and I've got to make this work!
On the BaL front, things are progressing slowly but steadily. The important cutscene Dahlia is working on is expected to be completed this week and I am recruiting a VO artist for the lines required for this cutscene. This will help in the visualization, I am told ( I tell you, I am a noob at cinematics!) and it will also give me a chance to get the whole voice-over related activities into my build workflow.
Are you the one I am looking for? |
Currently, I am working on populating the different areas with ambient NPCs. Leeward, in particular, has this big campsite party that will have quite a few ambient NPCs and I am trying to find varied animations for them so they don't all appear as clones. This does involve creating new ambient patterns and I am trawling through the ANIM_base worksheet to see what I can cook up. After that, I have a couple more cutscenes to create (nothing complex but since I will be doing them, anything can happen!).
Then, comes the big activity - packaging and play-testing the alpha. I plan to do this on another computer to simulate a user playing it so that it's easier to identify missing resources, etc. This will also free up my desktop to tweak and run the lightmapping on the levels that need it - parallelism all the way! Now, if only I had 48 hours a day...