[project1dev] Re: The tail end of milestone 1

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 14:20:41 -0500

I agree; 8-bit is awesome.


On Wed, May 20, 2009 at 1:39 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote:

> I think we should make an epic game that roxors in the graphic and coding
> department but the sound is all 8bit old school!!!! Sorry had a lot of sugar
> for lunch :p
>
> Sent from my BlackBerry
>
> ------------------------------
> *From*: figarus@xxxxxxxxx
> *Date*: Wed, 20 May 2009 18:33:34 +0000
>
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: The tail end of milestone 1
> Not just games... When you paint a picture, you don't just focus on the
> nose till its perfect then move onto the eyes. We'll build the structure of
> the game first but it'll take 2 or 3 coats of paint before its done. Even
> while the milestone 1 is "done" - it will likely be drastically altered
> visually and mechanically (sound etc) by the time the game is ready for
> release.
>
> Baby steps :)
>
> Sent via BlackBerry from T-Mobile
>
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Wed, 20 May 2009 11:11:24 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: The tail end of milestone 1
> oh and yeah, hopefully sound will be coming in either this milestone or
> next (depending on what we have time for!)
>
> another thing about the milestones is we want to balance the amount of tech
> work needed and the amount of art work needed so that one side isn't waiting
> on the other too much.
>
> like if the cave is prettied up 100% but there's no sound, you artists
> shouldnt have to wait while i code in sound support.
>
> You could move onto the next milestone but keeping everyone focused on the
> same area and keeping us all on the same page (at least for now in the
> beginning while we are still hammering things out) is worth more than being
> fully feature complete right away.
>
> This is a pretty common thing for games too
>
> Like, games work towards alpha while making their content (maps, art, etc).
>
> Alpha means the game is fully playable from start to finish.
>
> Beta means that it's feature complete (note that it isnt feature complete
> until AFTER it's fully playable)
>
> then from beta to release, it's just bug fixes and final spit and pollish
> (:
> On Wed, May 20, 2009 at 11:07 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> Yeah exactly
>>
>> we don't want to sit around in one area and wait on the entire game to be
>> fleshed out, or we'd be waiting forever and be stuck on this cave for months
>> and months and months longer and meanwhile have nothing else done.
>>
>> The purpose of the milestones is to break up creating the game into
>> bitesized chunks that get us closer and closer to a full featureset and a
>> full game.
>>
>> We'll come back to it, but it's served it's purpose for now and is like
>> 90% of the way there so as soon as we have more of a game world we can hook
>> it in and finish it up (:
>> On Wed, May 20, 2009 at 10:44 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>
>>> I believe adding sound is a large task. We will revisit the cave later
>>> once we know where it will fit into the world and we will be able to add in
>>> all the new features we have created then.
>>>
>>>
>>> On Wed, May 20, 2009 at 10:42 AM, Matthew Freeland <
>>> mattthefiend@xxxxxxxxx> wrote:
>>>
>>>> By the way I Think an important thing to work on some sound milestones
>>>> before we move away from the mine. Just a thought.
>>>>
>>>>
>>>> On Wed, May 20, 2009 at 10:00 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> Oh and Eric wants to do #5, and i will do #4 if no one else wants to
>>>>> (but feel free if you want to!!).
>>>>>
>>>>> And i'll be doin #6 for sure.
>>>>>
>>>>> not sure how the rest of it falls! (:
>>>>> On Wed, May 20, 2009 at 8:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> Hey Everyone,
>>>>>>
>>>>>> This first milestone working on the cave has worked out a lot of
>>>>>> issues with workflow and gotten us a basic set of features (enemy 
>>>>>> pathing,
>>>>>> AI and a basic level editor) and preformance upgrades.
>>>>>>
>>>>>> These were some of the main goals of this first milestone so mission
>>>>>> accomplished!
>>>>>>
>>>>>> Since we don't know where exactly this cave is going to fit in with
>>>>>> the rest of the world, Eric was thinking it would be best (even for the 
>>>>>> sake
>>>>>> of sanity because we've been working on this area for so long) to forgo 
>>>>>> to
>>>>>> pollish phase of this map and leave it at about 90% finished until we do
>>>>>> know the details of where it's going in the world and can finish it up 
>>>>>> then,
>>>>>> and I agree that is a good idea.
>>>>>>
>>>>>> Here's the things he identified as wanting to finish up before we move
>>>>>> on:
>>>>>>
>>>>>> #1) Put the new boss art in
>>>>>> #2) Animate the dog men
>>>>>> #3) Replace the stationary miner art
>>>>>> #4) Finish decorating the cave with the props we have (and any that
>>>>>> anyone is working on)
>>>>>> #5) Do a lighting pass
>>>>>> #6) I want to do an optimization pass for the models cause i think a
>>>>>> few models we can reduce the number of verts without losing any major 
>>>>>> visual
>>>>>> quality (and i'll run the simplified models by everyone before i check 
>>>>>> them
>>>>>> in to make sure I don't ugly things up too much).  This should boost 
>>>>>> overall
>>>>>> performance which will let us place more objects while maintaining higher
>>>>>> frame rates.
>>>>>>
>>>>>> Anything else that anyone really wants to get in or does that sound ok
>>>>>> to everyone?
>>>>>>
>>>>>> There are some known issues that we are just going to leave for now
>>>>>> (unless they are quick fixes and anyone wants to tackle any!), that we'll
>>>>>> deal with when we come back to the cave later on:
>>>>>>
>>>>>> * the boss is too tall and clips through the bridge (might be fixed
>>>>>> with new art but maybe not)
>>>>>> * you can walk around and through the rocks that caved in
>>>>>> * theres places in the map you can still fall through the ground into
>>>>>> infinity
>>>>>> * there's a few places where z fighting still happens
>>>>>> * Others: we haven't gone through a QA pass or play tested it to find
>>>>>> the bugs we don't know about.
>>>>>>
>>>>>> Eric and I are finalizing the details of the 2nd milestone to make
>>>>>> sure it makes sense from both a creative and technical POV and the 
>>>>>> details
>>>>>> will be released by the end of the week.
>>>>>>
>>>>>> Great job everyone, we are really kicking ass and this is shaping up
>>>>>> to be a great team! (:
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: