the cutting room mirror

January 24th 2011 Build

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This is a sub-page of Proto:Gears of War 3.

Leftover Developer Documentation#

Within the documents folder we do have the project's main Art Schedule from January 18th, 2011, along with an Excel document of asset file size total dating from June 4th, 2010.

Art Schedule#

From here we can tell this is an art schedule done by Epic mainly for Gears 3. Though we can find other tasks mentioned at the bottom, such as Epic's other projects and finalization of Gears of War 2's cut "Highway" chapter for DLC release. This does give information as for when the game started off around mid 2008, along with assets not found within the build itself or set as postponed during production.

Asset Comparison#

In general the document splits everything into different sheets by Cost and Data, along with individual categories for factions and weapons. Within we have different rows for individual entries and columns made up for asset categories (Animation Sequence, Audio Component, etc.) With the file sizes all done in KB. Everything from the later sheets all gets into a Summary one with a listing of Asset Categories as columns and Factions/Weapons rows. Min, Avg, Median, Max and StdDev as columns that follow underneath Asset Categories. The OverAll Cost (Pages) one though seems to be hosed, due to new maps seeming to "leak/grow" pools, even when everything is already loaded in.

Features Removed From Release#

Cleaver Throwing#

In the prototype the player can be able to use the Cleavers as throwables by using the left stick and firing with right stick. This will send the Cleaver out as a projectile dealing with a lot of damage, though this makes it unusuable.

[GearGameContentWeapons.GearProj_Cleaver]
CleaverDamage=1100
MaxPenetrateDistance=800.0
MaxDamageDistance=1200.0
MaxStickInPawnTime=1.0
MaxFlightTime=0.4

Picking up Mauler Flail#

Originally the player would've been able to use the Flails, normally used by the Mauler, as weapons while playing as a standard grunt character. It is unknown as for you could pick it up from dead Maulers, though they're found as weapons spawned in maps such as the early version of MP_JacintoG3.

[GearGame.GearWeap_Boomer_FlailBase]
#damage and explosion info
ExploDamage=1400.0
ExploDamageRadius=500
ExploDamageFalloffExp=2.0
ExploKnockDownRadius=0
ExploKnockDownStrength=0
ExploCringeRadius=325
ExploCringeDuration=(X=1.3,Y=1.3)

MeleeAttackRange=450
Range_Melee=450.f
Range_Short=750.f
Range_Medium=1024.f
Range_Long=2048.f

InitialMagazines=0
WeaponMagSize=0
WeaponMaxSpareAmmo=0
WeaponAimError=(X=0,Y=7)
WeaponRateOfFire=60
SpareAmmoFromDrop=(X=3,Y=5)

AI_RateOfFire_Scale=0.5f
# ARC_Medium (it is using the wrong anim atm it seems)
ReloadDuration=2.5
AR_PossibleSuccessStartPoint=0.800
[GearGameContentWeapons.GearWeap_HeavyFlail]
#damage and explosion info
ExploDamage=1400.0
ExploDamageRadius=600.0
ExploDamageFalloffExp=2.0
ExploKnockDownRadius=0
ExploKnockDownStrength=0
ExploCringeRadius=650
TargetingFOV=-1
MeleeAttackRange=450
Range_Melee=450.f
Range_Short=750.f
Range_Medium=1024.f
Range_Long=2048.f

InitialMagazines=0
CriticalAmmoCount=1
WeaponMagSize=5
WeaponMaxSpareAmmo=0
WeaponRecoil=300
WeaponAimError=(X=0,Y=7)
WeaponRateOfFire=30
SpareAmmoFromDrop=(X=3,Y=5)

AI_RateOfFire_Scale=0.5f
# ARC_Medium (it is using the wrong anim atm it seems)
ReloadDuration=2.5
AR_PossibleSuccessStartPoint=0.800
AR_SuperSweetSpotDuration=-1.0
AR_SweetSpotDuration=-1.0
[GearGame.GDT_Boomer_Flail]
bAlwaysDamageFriendlies=false
bDamagesBabyCorpser=TRUE

Wretch Choking#

Originally meant to be a GSM ability for the Wretch. It would've had grabbed onto an enemy's head and then choke them in different set of movements. Proof of concept maps and sound cues for victims were made, though looking at the code source code and Art Schedule it was postponed.

Unused Weapon Skins#

Black#

The skin has both an icon and Lancer portrait, would've likely been turned into the Onyx skin variation in retail.

Skin Icon

Lancer Portrait

COG#

Not known as to what the material or icons would've looked like, but the selection icon is there.

Skin Icon

Digital Brown#

Texture icon is the same as the other Digital skin.

Skin Icon

Red Metal#

Only the skin icon and material/weapon portrait for the Lancer exist.

Lancer Portrait

Splat#

Icon is the same as the blood skin variation.

Skin Icon

White#

Much like the COG and Digital Brown skins only the icon exists.

Skin Icon