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! (: >>>>> >>>>> >>>>> >>>> >>> >> >