[project1dev] Re: The tail end of milestone 1

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 13:16:33 -0700

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

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