Maybe wanting was better than having On Mon, Apr 20, 2009 at 4:32 PM, <figarus@xxxxxxxxx> wrote: > It was bizarre... Boone was in love with her, she dumped her fiance for > him, then he never did anything about it so she gave up and moved on -- I > still don't get it :P > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Alan Wolfe > *Date*: Mon, 20 Apr 2009 15:15:11 -0700 > > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Next up for coding > > wow ouch :P > > On Mon, Apr 20, 2009 at 1:54 PM, <figarus@xxxxxxxxx> wrote: > >> I wonder if boone's "god" also made him too much of a puss to kiss melissa >> even thoguh she dumped her fiance for him... Ah sorry lol >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------ >> *From*: "Chris Sherman" >> *Date*: Mon, 20 Apr 2009 20:35:30 +0000 >> >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: Next up for coding >> >> 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? >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >