Last week we made a system where imported geometry from Max would automatically work with color transferring, and have a set color object size (work we were doing manually before), so this week I've been making progress on rebuilding the level in Max. I've been working off of a level map I drew based on old puzzle feedback, but it's been really cool to see how it's coming together differently in Max vs. building it all in Unity. Since I'm not working from pre-set pieces (modular geometry), I feel like I have a lot more freedom to be creative with the layout, and I've been adding little nooks and crannies into the level that I hadn't planned on. This is something I'd been wanting to do from the beginning, to make the level more fun to explore, but it's cool that they're arising so organically now. :) Anyway, here are some pictures of the (still sloppy) geometry:
Issam has been working on making the interactive pieces (doors, sentinels, fountains) also work on import so that I can place them in Max as opposed to Unity. He also made this cool debug option that shows us how big an object is (green = small, red = big), so we can quickly spot any errors we've made like leaving pieces of geometry attached, or if something is so big that it would be annoying to transfer color to it.
He also wrote a blog entry about setting up source control with Plastic SCM and Amazon EC2. You can read it here!
Miles has been sleeping (??):