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