[project1dev] Re: The tail end of milestone 1

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 13:12:24 -0700

okies (:

On Wed, May 20, 2009 at 1:07 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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