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! (: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >