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? >>>> >>> >>> >> >