Hey, how did kingdom hearts work? On Thu, May 21, 2009 at 8:19 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: > The way things are sounding, having a world system like Kingdom Hearts > would allow for a lot of the cool ideas everyone is suggesting. I > think the way they tackled the game was creating a very immersive > overall story, and then figured out ways to tie in the individual > worlds. > > Basically to use Eric's analogy, you draw the background of the canvas > first, and then fill it in with the foreground pieces. Background > would be the linear overall story, and the foreground would be the > individual worlds (such as where the cave would go) > > On Wed, May 20, 2009 at 3:13 PM, Matthew Freeland > <mattthefiend@xxxxxxxxx> wrote: > > 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! (: > >>>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>>>>>> > >>>>>>>>>>>>>>>> > >>>>>>>>>>>>>>> > >>>>>>>>>>>>>> > >>>>>>>>>>>>> > >>>>>>>>>>>> > >>>>>>>>>>> > >>>>>>>>>> > >>>>>>>>> > >>>>>>>> > >>>>>>> > >>>>>> > >>>>> > >>>> > >>> > >> > > > > > >