[project1dev] Re: The tail end of milestone 1

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 21 May 2009 09:27:05 -0700

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

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