[project1dev] Re: The tail end of milestone 1

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 15:35:24 -0400

secretly, wurmz and i are planning a mini level where you get thrown into a
land w/ pixel art and 8 bit music, etc. but dont tell alan shhhh

On Wed, May 20, 2009 at 3:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

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

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