[project1dev] Re: The tail end of milestone 1

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 13:14:22 -0700

whats the ooze idea again?

i dont quite get how it's going to work but i cant wait to see it (:

Josh is still makin the system that will store / recall our persistant data
On Wed, May 20, 2009 at 1:13 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> the storyline is still gonna be affected by character choices, etc.  we
> definitely want to keep that in - the game isnt really different than how it
> was before, just there is a more concrete structure for us to design a story
> through... the storyline/chapters will still be fluid and changeable based
> on the player's choices.
>
> hey the monster party sorta fits in w/ a certain zombie controlling mexican
> themed area :P
>
> and yeah im all for permanently affecting things like being half werewolf
> or something.  maybe we can bring back the ooze idea from the old graphical
> mud game
>
>
> On Wed, May 20, 2009 at 4:07 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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