[project1dev] Re: Project1 - SVN Update 370

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 17 Jul 2009 14:41:45 -0700

Yeah, just think of my input as an effort to get things cleared up and
get that "done" part to come sooner :)

Playing it by ear is required at times, but so is a clear idea of
what's going on.  Communication is key, the more we know, the better!

On Fri, Jul 17, 2009 at 2:19 PM, <figarus@xxxxxxxxx> wrote:
> 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
>
> ________________________________
> From: Alan Wolfe
> Date: Fri, 17 Jul 2009 14:11:54 -0700
> 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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