[project1dev] Re: Next up for coding

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 20 Apr 2009 23:22:28 +0000

Hey alan, I was thinking man... I bet the government would tax money earned on 
wishes but then I was thinking I bet someone would wish away taxes (why would 
they waste their wish? Well- someone might take one for the team but also 
figure you'd be a national hero for wishing taxes away and they'd make a 
statue, etc) then I was thinking man but then how the government would survive 
w/ out tax money... Which led to the idea of the government advertising on 
everything like postal letters, stamps, spaceships, roads, bridges, etc etc etc 
so yeah there you go
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Date: Mon, 20 Apr 2009 14:42:18 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Next up for coding

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?

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