[project1dev] Re: The tail end of milestone 1

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 15:13:34 -0700

We can only have a monster dance party if someone has a MAGICAL ZOMBRERO on
their costume.

That is all.

On Wed, May 20, 2009 at 1:19 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> theres a lot of neat ideas we had on that old forum, i keep forgetting to
> check there but the wolf man idea reminded me
>
>
> On Wed, May 20, 2009 at 4:16 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> 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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