Quote Originally Posted by AGgamer View Post
Hey, bigsnake. If you don't mind me asking: What's the plan for the backstory? I know you're waiting until all the teams are accounted for, but I was just on the BnG Wiki and it seems you're already making a lot of decisions on what you're doing with the backstory. G-Tek already has a backstory, as does Project Utah. Will you be open to help with fleshing out the story? Or do you want it to remain your own? Because I can seriously help in the story department.
Yeah I'm completely open with the story, what's on the wiki right now are just placeholders more then anything. If you want, make a new page on the wiki and add all your ideas there, just make sure you link it somewhere visible (here, on the ideas page, wherever really). I'm now going to focusing on getting all the pending team ships modeled so that will be one step towards having everything needed to get the story going.

Quote Originally Posted by aybe View Post
@bigsnake

I finally cloned the repo

It took a very long time and worked only through SSH btw ...

Looking at the tracks scenes, you did an impressive job

I will definitely need you presenting to me what does what and so on, it is really huge !

And for my first commit I was thinking of something like doing the 'controls' section on the menu for instance, for a start !

see ya
Git is a pain in the ass, to clone through HTTP you need to do a shallow clone and set the download buffer to a stupidly high amount. Shallow cloning only clones the latest commit on the repository, I had to do it when cloning SSGX otherwise it would just refuse to clone and kill itself.

I'll send you a PM outlining where everything is and what it does. I think implanting a controls menu is a good idea, you'll need a third party input manager though because Unity's default one only allows you to change the controls when the game isn't running (it reads the controls from the registry on launch and then forgets about it)