[project1dev] Re: Project1 - SVN Update 370

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 17 Jul 2009 21:19:38 +0000

I wouldn't worry about the testing until the scripters and artists are "done"

And yeah I think the plan will be to play it by ear depending on who is doing 
the art and who is doijng the layouts, etc. Like nick and alex are working on 
the temple together and alex has been making art but nick is still figuring out 
the design so it sucks to spend a ton of time on making nice looking but wrong 
art... 

I think everything is going well, a lil slow but the reason is lack of time 
rather than method, imo... Anyone else have complaints?
Sent via BlackBerry from T-Mobile

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

Date: Fri, 17 Jul 2009 14:11:54 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Project1 - SVN Update 370


and growl i dunno how that will change in the future.

when we have a library of pre-built models, maybe the builder will focus a
lil more on making things pretty and then an artist can do their passes or
hrm i have no clue.

you know what, ill leave that up to eric, it's his area anyhow he might
already have a plan, or at least can make better decisions than i on it lol

On Fri, Jul 17, 2009 at 2:03 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> yeah for sure, good points.
>
> the one reason i can see why it might be better to say "you have to build
> art for the temple" instead of specifically "the floor" is that it's more
> creative freedom.
>
> In Kent / Nick's case a scripter and builder are working together to make a
> FUNCTIONAL place, but then an artist can build on the functional place and
> make creative calls about what kind of models and props it needs, how it
> looks etc.
>
> yeah growl, lots of little details like this to figure out as we go :P
>
> keep the ideas comin (:
>   On Fri, Jul 17, 2009 at 1:40 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>
>> Ah yeah, I know what you mean.  So once the design is finalized for
>> the first floor the art team can start making the floor and wall for
>> it right?
>>
>> Once it's clear what needs to be done, things move more smoothly, I
>> think.  Like, it's easier to know "you have to build a floor model,
>> and a wall model" than "you have to build art for the temple"
>>
>> It's not bad for areas to be more complex either, I am sure later on
>> we'll have areas much bigger than this one (making the need for pieces
>> even more)
>>
>> On Fri, Jul 17, 2009 at 1:26 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
>> > oh ok, that makes sense
>> >
>> > i think the design of the temple itself is in flux, like how a couple
>> days
>> > ago kent eric and nick were talking and decided to move some things to
>> the
>> > top floor and move some of the things from the top floor downstairs.
>> >
>> > But yeah, i agree, most maps we make will probably not be as technical
>> and
>> > that would make a lot of sense, I am totally in agreement with you (:
>> > On Fri, Jul 17, 2009 at 1:24 PM, Chris Riccobono <crysalim@xxxxxxxxx>
>> wrote:
>> >>
>> >> I think we're pretty good too Alan, if there's anything to be done to
>> >> streamline it would just be to get some actual art in the temple.  It
>> >> might be easier to build that way.
>> >>
>> >> The milestone itself isn't what I was addressing though, I just mean
>> >> that the temple is a pretty large area, so it would make sense to
>> >> start working on it in pieces.
>> >>
>> >> For example, we could start doing art for the first floor, then test
>> >> and finish that, then do the basement, and go on from there.
>> >>
>> >> On Fri, Jul 17, 2009 at 1:11 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx>
>> wrote:
>> >> > Hey Chris,
>> >> >
>> >> > 1st issue about people doin other things concurrently:
>> >> > * kent is workin on traps and other script stuff
>> >> > * im codin future features
>> >> > * erics workin on art
>> >> > * katies workin on art
>> >> > * you are working on fog
>> >> > * other artists have other art stuff they are workin on too
>> >> >
>> >> > seems like we are pretty concurrent, but if you disagree let me know!
>> >> >
>> >> > 2nd issue about things being rebuilt and tested:
>> >> > It's a chicken and an egg problem.  An artist could make art in
>> advance
>> >> > but
>> >> > how will they know what shape to make it for the builder?  The
>> solution
>> >> > thats come up (and seems to work well for this temple like it did for
>> >> > the
>> >> > cave map) is to have the builders make something with crappy temp
>> art,
>> >> > then
>> >> > have artists make it pretty once it's functional.
>> >> >
>> >> > For testing, you could wait til it's prettied up if you want to.
>> >> >
>> >> > 3rd issue about the milestone being big
>> >> > I agree it is on the big side but it doesn't seem too big.  We just
>> hit
>> >> > the
>> >> > amount of time we spent on the first milestone for the cavemap and we
>> >> > have a
>> >> > lot more done so i think we are ok.
>> >> > I dunno, from my pov things seem ok but do you disagree?  we can talk
>> >> > about
>> >> > the details if you want and try and streamline the process
>> >> >
>> >> > On Fri, Jul 17, 2009 at 12:23 AM, Chris Riccobono <
>> crysalim@xxxxxxxxx>
>> >> > wrote:
>> >> >>
>> >> >> If the maze will take up to 3 weeks to finish, maybe the rest of us
>> >> >> should be working on something concurrently (since Nick is doing
>> this
>> >> >> by himself)
>> >> >>
>> >> >> Also keep in mind that when the real art goes in, this area will
>> >> >> essentially need to be completely rebuilt and tested.  Next time
>> >> >> around, we should plan better for something like this.  I don't look
>> >> >> forward to having to test the entire area once the real art goes in
>> :P
>> >> >>
>> >> >> Like milestones, this area would have been better to do in bite size
>> >> >> pieces.  Finish one trap area, art it up, test it, then move to the
>> >> >> next.  Just my opinion.
>> >> >>
>> >> >> On Thu, Jul 16, 2009 at 5:29 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx>
>> >> >> wrote:
>> >> >> > lol ok good deal (:
>> >> >> >
>> >> >> > <3
>> >> >> > On Thu, Jul 16, 2009 at 5:27 PM, Nick Klotz <
>> roracsenshi@xxxxxxxxx>
>> >> >> > wrote:
>> >> >> >>
>> >> >> >> Yea, I completely understand what you're saying (:
>> >> >> >>
>> >> >> >> It sounds a lot more than it really is, and a lot of things
>> >> >> >> (designs/ideas) have already been cut out of it, and changes can
>> be
>> >> >> >> made
>> >> >> >> on-the-fly so that's no sweat. The entire basement before the
>> maze
>> >> >> >> area
>> >> >> >> should only take the player 1-2 minutes to go through, basically
>> >> >> >> it's
>> >> >> >> just
>> >> >> >> like a "landing area" from the first floor.
>> >> >> >>
>> >> >> >> Don't worry, I know you're not trying to be mean or shut down
>> >> >> >> ideas/plans,
>> >> >> >> and that you're only looking out for the benefit of the
>> >> >> >> game/everyone
>> >> >> >> else,
>> >> >> >> so I take them in stride, and as constructively as possible.
>> >> >> >>
>> >> >> >> And you reminded me I need to get in touch with Eric about the
>> maze,
>> >> >> >> ha.
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >> On Thu, Jul 16, 2009 at 7:22 PM, Alan Wolfe <
>> alan.wolfe@xxxxxxxxx>
>> >> >> >> wrote:
>> >> >> >>>
>> >> >> >>> and hey i dont mean to be all puttin the kabosh on your ideas, i
>> >> >> >>> just
>> >> >> >>> want to make sure it's all good before you waste effort
>> >> >> >>>
>> >> >> >>> hope ya get what i mean :P
>> >> >> >>> On Thu, Jul 16, 2009 at 5:17 PM, Alan Wolfe <
>> alan.wolfe@xxxxxxxxx>
>> >> >> >>> wrote:
>> >> >> >>>>
>> >> >> >>>> If Eric's cool with it I'm cool with it.
>> >> >> >>>>
>> >> >> >>>> I just want to make sure he is cause with art like coding and
>> >> >> >>>> scripting
>> >> >> >>>> and building, words come cheap sometimes when the effort is
>> quite
>> >> >> >>>> a
>> >> >> >>>> bit more
>> >> >> >>>> (:
>> >> >> >>>>
>> >> >> >>>> like if someone said "yeah we'll just build a realistic sized
>> >> >> >>>> castle
>> >> >> >>>> that you can explore for this 1 items that isn't very useful as
>> >> >> >>>> you
>> >> >> >>>> walk
>> >> >> >>>> through the forest" and you'd say "wtf i dont want to build a
>> >> >> >>>> whole
>> >> >> >>>> castle
>> >> >> >>>> for a crappy key thats used only in one place and then you
>> never
>> >> >> >>>> go
>> >> >> >>>> back"
>> >> >> >>>>
>> >> >> >>>> well hopefully you get what i mean, i just wanna make sure it's
>> >> >> >>>> cool
>> >> >> >>>> and
>> >> >> >>>> isnt making too much work.
>> >> >> >>>>
>> >> >> >>>> Maybe you already talked w/ eric about the details i dunno
>> (sorry
>> >> >> >>>> if
>> >> >> >>>> you
>> >> >> >>>> have hehe)
>> >> >> >>>> On Thu, Jul 16, 2009 at 5:12 PM, Nick Klotz
>> >> >> >>>> <roracsenshi@xxxxxxxxx>
>> >> >> >>>> wrote:
>> >> >> >>>>>
>> >> >> >>>>> Well it's not going to require a whole lot of art.  The
>> biggest
>> >> >> >>>>> efforts
>> >> >> >>>>> are going into the first floor (succubus, injured man, etc)
>> and
>> >> >> >>>>> the
>> >> >> >>>>> beast/old man.
>> >> >> >>>>>
>> >> >> >>>>> The maze just has a series of traps to avoid (log, spikes,
>> >> >> >>>>> arrows,
>> >> >> >>>>> etc)
>> >> >> >>>>> The area for under the ceiling trap can be scrapped easily,
>> but
>> >> >> >>>>> was
>> >> >> >>>>> an
>> >> >> >>>>> idea as an alternate way of solving the puzzle.
>> >> >> >>>>>
>> >> >> >>>>>
>> >> >> >>>>> On Thu, Jul 16, 2009 at 7:06 PM, Alan Wolfe
>> >> >> >>>>> <alan.wolfe@xxxxxxxxx>
>> >> >> >>>>> wrote:
>> >> >> >>>>>>
>> >> >> >>>>>> that seems kind of like a big area.
>> >> >> >>>>>>
>> >> >> >>>>>> just to check - Eric are you on board w/ this area too?  Just
>> >> >> >>>>>> wondering form the art POV and such.
>> >> >> >>>>>>
>> >> >> >>>>>> If art is going to be re-useable it isnt a problem but if its
>> >> >> >>>>>> all
>> >> >> >>>>>> unique it seems like it could be a lot of work
>> >> >> >>>>>> On Thu, Jul 16, 2009 at 4:54 PM, Nick Klotz
>> >> >> >>>>>> <roracsenshi@xxxxxxxxx>
>> >> >> >>>>>> wrote:
>> >> >> >>>>>>>
>> >> >> >>>>>>> Temple beast will be inside the temple... deep underground.
>> >> >> >>>>>>>
>> >> >> >>>>>>> After the maze there are 3 areas left, the ceiling trap room
>> >> >> >>>>>>> (will
>> >> >> >>>>>>> be
>> >> >> >>>>>>> own map to intialize for 1st person--hopefully), the beast
>> >> >> >>>>>>> room,
>> >> >> >>>>>>> and an area
>> >> >> >>>>>>> underneath the ceiling trap for an alternate way out
>> >> >> >>>>>>> (optional/unnecessary).
>> >> >> >>>>>>>
>> >> >> >>>>>>> I am looking at about 3 weeks MAX to have the layout
>> completely
>> >> >> >>>>>>> finished.
>> >> >> >>>>>>>
>> >> >> >>>>>>>
>> >> >> >>>>>>>
>> >> >> >>>>>>> On Thu, Jul 16, 2009 at 6:49 PM, Alan Wolfe
>> >> >> >>>>>>> <alan.wolfe@xxxxxxxxx>
>> >> >> >>>>>>> wrote:
>> >> >> >>>>>>>>
>> >> >> >>>>>>>> yeah makes sense.
>> >> >> >>>>>>>>
>> >> >> >>>>>>>> hey do you know where the beast you fight is going to go?
>> Is
>> >> >> >>>>>>>> it
>> >> >> >>>>>>>> going to be part of the temple or somewhere else?
>> >> >> >>>>>>>>
>> >> >> >>>>>>>> Also i was wondering, is there any other part of the temple
>> >> >> >>>>>>>> besides
>> >> >> >>>>>>>> the 2 parts youve done and the maze?
>> >> >> >>>>>>>>
>> >> >> >>>>>>>> Just curious so i can work out how long til certain peices
>> of
>> >> >> >>>>>>>> code
>> >> >> >>>>>>>> need to be done etc.
>> >> >> >>>>>>>> On Thu, Jul 16, 2009 at 4:40 PM, Nick Klotz
>> >> >> >>>>>>>> <roracsenshi@xxxxxxxxx>
>> >> >> >>>>>>>> wrote:
>> >> >> >>>>>>>>>
>> >> >> >>>>>>>>> Yea, I know. All of my models I consider to be 'temp art'
>> and
>> >> >> >>>>>>>>> replaceable. I only make it so I can make the layout more
>> >> >> >>>>>>>>> easily
>> >> >> >>>>>>>>> and avoid
>> >> >> >>>>>>>>> scaling and overlapping models/having too many.
>> >> >> >>>>>>>>>
>> >> >> >>>>>>>>> Yea, the maze is a sub-basement level. The temple is
>> pretty
>> >> >> >>>>>>>>> involved, but still basic, if that makes any sense.
>> >> >> >>>>>>>>>
>> >> >> >>>>>>>>>
>> >> >> >>>>>>>>>
>> >> >> >>>>>>>>> On Thu, Jul 16, 2009 at 5:59 PM, Alan Wolfe
>> >> >> >>>>>>>>> <alan.wolfe@xxxxxxxxx>
>> >> >> >>>>>>>>> wrote:
>> >> >> >>>>>>>>>>
>> >> >> >>>>>>>>>> That's neat, i didnt know there was a maze too.
>> >> >> >>>>>>>>>>
>> >> >> >>>>>>>>>> The artists may replace your models with other models of
>> >> >> >>>>>>>>>> different
>> >> >> >>>>>>>>>> sizes just FYI!  Just cause the models you are building
>> make
>> >> >> >>>>>>>>>> sense for
>> >> >> >>>>>>>>>> geometry, but the way they end up decorating things they
>> may
>> >> >> >>>>>>>>>> end up makign
>> >> >> >>>>>>>>>> the floor one big peice of geometry, or they may break
>> the
>> >> >> >>>>>>>>>> floor into
>> >> >> >>>>>>>>>> different sized tiles and things (while still adhering to
>> >> >> >>>>>>>>>> your
>> >> >> >>>>>>>>>> layout and
>> >> >> >>>>>>>>>> dimensions of things etc)
>> >> >> >>>>>>>>>>
>> >> >> >>>>>>>>>> Maybe you already figured this might happen but just FYI
>> in
>> >> >> >>>>>>>>>> case
>> >> >> >>>>>>>>>> (:
>> >> >> >>>>>>>>>> On Thu, Jul 16, 2009 at 3:47 PM, Apache User
>> >> >> >>>>>>>>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>> >> >> >>>>>>>>>>>
>> >> >> >>>>>>>>>>> User:rorac
>> >> >> >>>>>>>>>>>
>> >> >> >>>>>>>>>>> Message: Added model sizes I will be needing for the
>> temple
>> >> >> >>>>>>>>>>> maze,
>> >> >> >>>>>>>>>>> added maze map, geometry, and began working on floor and
>> >> >> >>>>>>>>>>> wall
>> >> >> >>>>>>>>>>> placement.
>> >> >> >>>>>>>>>>>
>> >> >> >>>>>>>>>>>
>> >> >> >>>>>>>>>>>
>> >> >> >>>>>>>>>>> <Files Changed>
>> >> >> >>>>>>>>>>> A
>> >> >> >>>>>>>>>>> Art/Models/Maps/TheVoid/FirstTemple/Floor_120x40x10.ms3d
>> >> >> >>>>>>>>>>> A
>> >> >> >>>>>>>>>>> Art/Models/Maps/TheVoid/FirstTemple/Floor_160x40x10.ms3d
>> >> >> >>>>>>>>>>> A
>> Art/Models/Maps/TheVoid/FirstTemple/Floor_40x40x10.ms3d
>> >> >> >>>>>>>>>>> A
>> Art/Models/Maps/TheVoid/FirstTemple/Wall_120x50x10.ms3d
>> >> >> >>>>>>>>>>> A
>> Art/Models/Maps/TheVoid/FirstTemple/Wall_160x50x10.ms3d
>> >> >> >>>>>>>>>>> A
>> Art/Models/Maps/TheVoid/FirstTemple/Wall_40x50x10.ms3d
>> >> >> >>>>>>>>>>> A
>> >> >> >>>>>>>>>>>
>> Art/Models/Maps/TheVoid/FirstTemple/Wall_Fake_40x50x10.ms3d
>> >> >> >>>>>>>>>>> A   Scripts/Maps/TheVoid/FirstTemple/maze.lua
>> >> >> >>>>>>>>>>> A   Scripts/Maps/TheVoid/FirstTemple/maze_geometry.lua
>> >> >> >>>>>>>>>>>
>> >> >> >>>>>>>>>>>
>> >> >> >>>>>>>>>>
>> >> >> >>>>>>>>>
>> >> >> >>>>>>>>
>> >> >> >>>>>>>
>> >> >> >>>>>>
>> >> >> >>>>>
>> >> >> >>>>
>> >> >> >>>
>> >> >> >>
>> >> >> >
>> >> >> >
>> >> >>
>> >> >
>> >> >
>> >>
>> >
>> >
>>
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