it'd be kinda neat if we lived in a world where you could ask the gods for one wish in your lifetime. I guess it would have to be within reason, like you couldnt say "i wish there were no gods" hehe... unless they allowed it and someone already did that :/ it would make it a crazier place to live, and i bet the govt would tax wish based income hehe On Mon, Apr 20, 2009 at 1:35 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote: > Lol, jesus hooks some people up with the most BA things, not me though :) > > Sent from my BlackBerry > > ------------------------------ > *From*: eric drewes > *Date*: Mon, 20 Apr 2009 16:19:26 -0400 > > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Next up for coding > > if someone tells me we have to stop talking about the game because we > need to get pointless print material done, im gonna scream. > > also, if anyone wants to get punched in the face, you should mention to > chris that you recently got a job as spiderman at the mall because of JESUS > > On Mon, Apr 20, 2009 at 4:14 PM, Chris Sherman > <cshermandesign@xxxxxxxxx>wrote: > >> Thanks! Its good to be on a team with some amazing goals, eric and I have >> suffered through some bad teams b4 :p >> >> Sent from my BlackBerry >> >> ------------------------------ >> *From*: Alan Wolfe >> *Date*: Mon, 20 Apr 2009 11:09:48 -0700 >> >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: Next up for coding >> 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? >>>>>> >>>>> >>>>> >>>> >>> >> >