[project1dev] Re: The tail end of milestone 1

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 21 May 2009 10:07:17 -0700

It was really innovative, each world was almost a game by itself
(introduced a new playing mechanic in each world or something.. and
that would help you get through the world)

On Thu, May 21, 2009 at 9:27 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> 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! (:
>> >>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>
>> >>>>>>>>>>>>>
>> >>>>>>>>>>>>
>> >>>>>>>>>>>
>> >>>>>>>>>>
>> >>>>>>>>>
>> >>>>>>>>
>> >>>>>>>
>> >>>>>>
>> >>>>>
>> >>>>
>> >>>
>> >>
>> >
>> >
>>
>
>

Other related posts: