Section 9.1i was altered to say "...flying around and docking..."
EB - Claimed to have nothing cohernet to report. B presented his TODO list, and talked about the need for mote-plot to discuss the events required by the Game.
He informed all present that Freespace II rocks.
AC - Laziness/work reared it's ugly head, delaying the removal of
guile. His apology for slow progress was accepted. AC identified
several problems to be solved:
ST - Had little of importance to say, but rambled briefly about performance and secruirty of the network model.
JQ - Introduced his new ships, which are designed to fit with their house. He explained his ideas for concept art and having different cockpits for native 3D and 2D modes. Long term he outlined allowing ship specific cockpits.
JQ expressed a need for a 2D artist to make game textures, and a general need to put textures into the game engine. He suggested looking at the 3DS format for texturing.
TT - Outlined the current state of the plot.
We have:
Christopher Read entered proceedings, interjecting with, "Ours will be so much better than theirs, we're calling it `Pong'". He left rapidly.
Pictograms would be used for these symbolic communications.
News messages would propogate from system to system with a maximum number of allowed hops and an expiry date.
Web Page requires ingame screenshots - Get model to required spec, labels, etc.
Action 1 - JQ - 1 week - Get one ship to Production spec.
Action 2 - ST - Open - Networking: explore the codebaseready for the client/server split.
Action 3 - EB - Open - Make it fast, lose the object heirarchy.
Action 4 - All - Repeatedly - Prod AC to remove Guile.
Action 5 - SQ - Do webpages - A rough design was sketched.
The point-to-point link model of jumpgates with discussed and agreed.
Postpone next meeting date setting till we're nearer to initial release.
Suggestions are for a weekend in November/December - Location: Durham.
It was suggested that it should be an informal meeting.
This would be followed by a formal meeting in the new year.