atari email archive

a collection of messages sent at Atari from 1983 to 1992.

staus report

(1 / 1)


 							STUN RUNNER
							STUN RUNNER
                    GAME DEVELOPMENT STATUS             STUN RUNNER
   
DATE: MAR 09, 89			
                        PL: ED ROTBERG		DATE STARTED: 28 APR 88								9  JUN 88     PROJECT LEADER: HALLY	START DATE:  2 MAY 88					
LAB: STUN RUNNER          (MULTISYNC)
EXT: 1727 OR 1720      	NUMBER  : 511
                          TEAM NU           

|		  	| SCHEDULE or |  MISSED DATES 			|
|			|  |					|
------------------------------------------------------------------------
  PROJECT START:	 < 2 MAY 88>
  1ST REVIEW:	 	 < 6 JUL 88>	8 JUL 88
  MULTISYNC PCB DEBUGGED < 1 AUG 88> 
  2ND REVIEW:	         < 2 SEP 88>   24 AUG 88    15 AUG 88 	 
  3RD REVIEW:	        < 10 NOV 88>    4 NOV 88    14 OCT 88 
  FOCUS GROUP:          < 22 NOV 88>   16 NOV 88
  4TH REVIEW:             31 MAR 89    20 JAN 89    13 JAN 89     
  FIELD TEST:		   7 APR 89    10 MAR 89    10 FEB 89
  PROD RELEASE:		  26 MAY 89    19 APR 89 
  FGA:			  14 JUL 89     4 JUN 89 
    

Carole Cameron has joined the S.T.U.N. RUNNER project team as Project
Coordinator.  Her responsibilities include coordination of all Design 
Services and Visual Communication functions concering this project.  She 
will report to Ed Rotberg with regard to her responsibilities in this area.

HARDWARE
Glenn has two more PCB sets up and running.

GRAPHICS
Graphics proceeding according to schedule.

AUDIO
No change.

SOFTWARE

Software changes to the game include:
	1) The Map/instruction screens have been implemented.
	2) The steering dynamics have bben adjusted but are still not what I
	   would like.
	3) New Graphics have been added.
	4) Added the ability to fade into and out of screens, so that the
	   slow process of background decompression is not evident to the
	   player.
	5) Rewrote the main routine to make it easier to follow/manage.

This week we will be working on:
	1) Devise & implement a new scheme for game continuation - level
	   qualification.
	2) Improved traffic routines.
	3) Tuning traffic/markers/hotspots into levels 3,4, & 5.
	4) Adding two new attract modes:
	   a) Scenario description that sets the tone for the game.
	   b) A points screen showing what enemies/targets are worth what
	      points.
	5) Capturing game play statistics and associated display screens as per
	   marketing input.
	6) Implement add-a-coin fully.
Message 1 of 1

Mar 16, 1989