[project1dev] Re: Next up for coding

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 20 Apr 2009 11:09:48 -0700

btw really glad to have you aboard Chris, you sound like a really
knowledgable guy and i look forward to workin with you on this project (:
On Mon, Apr 20, 2009 at 11:08 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> we havent really stress tested it too much but like they say "premature
> optomizations are the root of all evil" so everything so far has been
> functionality first, then optomize when it becomes needed.
>
> So, dont get discouraged if something runs slowly, when that happens it'll
> become the low hanging fruit and we can optomize (:
>
> I dont think we are going to be pushing the envelope graphically and try to
> make things better than anyone else has ever done before (and we don't want
> minspecs to be too gnarly), but we do want things to be pretty so we'll have
> to find the balance in there somewhere :P
>
> That kind of depends though on what Eric thinks the art style should look
> like, and what kind of tech will be involved in getting there too so shrug.
>
>
> On Mon, Apr 20, 2009 at 10:45 AM, Chris Sherman 
> <cshermandesign@xxxxxxxxx>wrote:
>
>> Before we start modeling, is their a poly limit we should be aware of?
>> What can this beast handle is my question :p
>>
>> Sent from my BlackBerry
>>
>> ------------------------------
>> *From*: Alan Wolfe
>> *Date*: Mon, 20 Apr 2009 10:03:13 -0700
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: Next up for coding
>>
>>   Here's the art that we need....
>>
>> #1 - better floors and walls for the cave (Wurmz is working on this right
>> now)
>> #2 - props for the cave (mining picks, rail cars, piles of rubble, that
>> kind of stuff)
>> #3 - lighting pass for the cave
>> #4 - animation for miners walking around
>> #5 - animation for miners mining the walls
>> #6 - animation for boss monster
>> #7 - combat animation for miners in combat (just an idle animation)
>> #8 - combat animation for boss monster (just an idle animation)
>> #9 - A walking animation for the player?  Unless we want to put that off
>> for now and the player stays the wooden ball for this milestone.
>>
>> I think thats it.
>>
>> Yeah we should talk about the next couple milestones soon (:
>>
>> On Mon, Apr 20, 2009 at 9:22 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>>> sounds good alan...
>>>
>>> hey, artwise, we should compile a list of models/animations that need to
>>> be done to give direction to me/whoever else - what needs attention?
>>> hopefully Chris and I or maybe Katie (if shes still "in") can get that stuff
>>> knocked out by the time you get your stuff done and we can wrap up the
>>> milestone by the end of the week....
>>>
>>> just a thought :)
>>>
>>> also... for next stuff... i was thinking we could start storyboard the
>>> intro/character creation scenarios, then i would have something to draw
>>> specifically out concept wise and we could start building
>>> maps/scripts/models for that and you would have something as a leap off
>>> point if thats what we decided the next step would be.
>>>
>>>   On Mon, Apr 20, 2009 at 11:47 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> I'm trying to figure out what's next up for coding for this milestone.
>>>>
>>>> It kinda seems like most everything is done codeside.
>>>>
>>>> All i can think of is a way to make the screen shake for the cave in
>>>> after the boss fight.
>>>>
>>>> That and maybe getting sound and music working, or coding in particle
>>>> systems to do dust clouds / dust particles for the cave in, or for putting
>>>> off embers from fires if we have any fires in the cave or torches on the
>>>> wall for lighting
>>>>
>>>> Am i forgetting anything?
>>>>
>>>
>>>
>>
>

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