[project1dev] Re: The tail end of milestone 1

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 16:07:02 -0400

i think the idea with the costume sounds funny where you crash a bizarre
monster party or soemthing, we can work that in - why not?

On Wed, May 20, 2009 at 4:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> yeah it kinda would (:
>
> hey eric since we are going more linear storyline now, does that mean
> choices you make aren't going to affect the storyline so much?  (i'm
> assuming that they won't)
>
> And how much leeway do we have for optional things like becoming a wearwolf
> and stuff like that, besides just as part of a sandboxed area - like a quest
> where you can become a warewolf temporarily and are limited where you can
> go, then later on youre cured and let out - er yeah, like beyond that would
> we let them just be a warewolf for the rest of the game?
>  On Wed, May 20, 2009 at 12:58 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>
>> It would be pretty cool if you could somehow become a were-creature or
>> undead as well
>>
>> I hope to see dracula drop his ice cream some day =P
>>
>>
>> On Wed, May 20, 2009 at 12:52 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> and explanation for everyone else...
>>>
>>> previously before i got a job makin games, me and kent were makin a side
>>> scrolling game where you played as megaman.
>>>
>>> the "main boss" was dracula from one of the castlevania games hehe
>>>
>>> we wanted to have a cut scene where he was eating his ice cream and it
>>> like, fell on the floor or something and he got sad
>>>
>>> yeah... hahah
>>>   On Wed, May 20, 2009 at 12:50 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> lol about dracula eating ice cream
>>>>
>>>> this might be a really gay idea (and i dont mean in the olde english way
>>>> haha) but...
>>>>
>>>> back when we were thinking more of an open world, i was thinking it
>>>> would be rad if there was like, a monster party w/ vampires and warewolves
>>>> and skeletons and stuff.
>>>>
>>>> if you went in there as something like that it'd be a chill palce to
>>>> hang out and stuff
>>>>
>>>> but if you went in there as a normal dude or a paladin or something
>>>> they'd rip you up
>>>>
>>>> if something at all fits like that in our game (maybe you can wear a
>>>> costume or maybe if you go in with someone undead in your party they are
>>>> cool to you) we could have dracula eating ice cream there maybe lol
>>>>   On Wed, May 20, 2009 at 12:44 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>
>>>>> definitely lots or weird hidden mini things everywhere!
>>>>>
>>>>>
>>>>> On Wed, May 20, 2009 at 3:38 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>
>>>>>> 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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