[project1dev] Re: The tail end of milestone 1

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 12:38:28 -0700

Speaking of that are we going to have weird hidden mini bonuses?

Alan, you still owe me dracula eating ice cream!

On Wed, May 20, 2009 at 12:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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