Well everyone working on stuff is communicating... If there's information you need for something you are doing, feel free to ask :) Sent via BlackBerry from T-Mobile -----Original Message----- From: Chris Riccobono <crysalim@xxxxxxxxx> Date: Fri, 17 Jul 2009 14:41:45 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Project1 - SVN Update 370 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 >>> >> >> >>>>>>>>>>> >>> >> >> >>>>>>>>>>> >>> >> >> >>>>>>>>>> >>> >> >> >>>>>>>>> >>> >> >> >>>>>>>> >>> >> >> >>>>>>> >>> >> >> >>>>>> >>> >> >> >>>>> >>> >> >> >>>> >>> >> >> >>> >>> >> >> >> >>> >> >> > >>> >> >> > >>> >> >> >>> >> > >>> >> > >>> >> >>> > >>> > >>> >> > >