oh awesome eric maybe you could train your sidekicks too (thinkin it might be an application for that machine learnin stuff!) On Wed, May 20, 2009 at 1:15 PM, eric drewes <figarus@xxxxxxxxx> wrote: > haha yeah, like i picture the area being filled with laid back pretty cool > undead dudes. > > hey for ooze (werewolf stuff) idea info: > http://atma.demofox.org/forums/viewtopic.php?t=12 > > > On Wed, May 20, 2009 at 4:13 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> hey eric, we should do a joke too (like maybe it's part of this party) >> about like, what all the monsters do when no one is lookin... >> >> like skeletons jokin and smokin and they are like "oh crap here come some >> adventurers" toss their cigs into the fire and start grunting hehe >> On Wed, May 20, 2009 at 1:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> 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! (: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >