[project1dev] Re: The tail end of milestone 1

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 12:37:10 -0700

lol that's awesome (:

are you thinking of using billboarded sprites for all the art or something?


On Wed, May 20, 2009 at 12:35 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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