[project1dev] Re: The tail end of milestone 1

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 21 May 2009 13:19:54 -0400

i really loved the atmosphere of kingdom hearts, i think thats what set it
apart from other games for me... definitely want to capture that magic in
our game :)

On Thu, May 21, 2009 at 1:07 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

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

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