Hi, Repgahroll.
On the art side, we're not there yet. The modeling need are more needed for character modeling, rigging and animation as they will require the most work.
I'm still waiting for other concept sketches from Charlie to give to David for other characters. And currently David, is working on the animation of one of the main ennemy character.
You could contact David, if you could be of assistance (PM
lostanimator, and check this thread:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=26186
For the level modeling and details, we're still in concept. We're using my demo level for now. For the game levels, I have a rough scketch(on paper) of the levels now, but need much more references about Sumerian architecture (In case somebody have a site were I could find info about this).
The things that are the most important for the project right now, is to have a working prototype of the engine, and a working level editor.
Luc (fullmetalcoder) is going very well on the engine, and I'm late on my progress with the editor
![Embarassed :oops:](./images/smilies/icon_redface.gif)
Writing this cleanly is harder than I tought. (Using my previous editor ideas but rewriting it properly so it's expandable by me and others)
Once the working prototype will be working, if the editor is working correctly, I'll start modeling some assets (just for "
blocking" the level, by this I mean creating rough shape like "blocks" to define the basic shape of the level.).
Once we're sure about
the gameplay is working, we'll details the assets, and add some props for details (Doing a correct low poly version, creating a high poly version and produce the baked maps for them to apply on the low poly version)
In the
blocking period, if we could have a working character for each group for testing it will be great (depend on David progress). If their not ready we'll take some models from the internet to use for the test.