[project1dev] Re: The tail end of milestone 1

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 21 May 2009 13:16:52 -0700

yeah i agree w/ you eric and kent

when i saw the gave advertised the disney rpg and the people with keyswords
really turned me off on it.

That was a ways after the time when i had lost all faith in square as well
so i wasnt likely (nor am i likely) to play a squaresoft RPG again hehe :P
On Thu, May 21, 2009 at 1:07 PM, <figarus@xxxxxxxxx> wrote:

> Ya I'm not a huge disney guy but the game felt like going to disneyland as
> a kid.
> Sent via BlackBerry from T-Mobile
>
>  -----Original Message-----
> From: Chris Riccobono <crysalim@xxxxxxxxx>
>
> Date: Thu, 21 May 2009 12:47:46
> To: <project1dev@xxxxxxxxxxxxx>
> Subject: [project1dev] Re: The tail end of milestone 1
>
>
> The Disney thing turned me off at first too, but once you got past
> that you could see the gameplay really carried the entire experience,
> start to finish.  Then it just became an enhancer.
>
> On Thu, May 21, 2009 at 12:32 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> > I didn't like kingdom hearts. Never got into it. I tried to play through
> the
> > game quite a few times but I was never able to log enough time to beat
> Alice
> > and Wonderland. To me, there was nothing extra special about the game. It
> > was just another RPG with Disney characters
> >
> > On Thu, May 21, 2009 at 11:11 AM, Matthew Freeland <
> mattthefiend@xxxxxxxxx>
> > wrote:
> >>
> >> Yeah, Kingdom hearts was a great game. Except for all the quick-time
> >> events. I would really like to make something like that. Especially one
> that
> >> is all encompassing of the RPG types and genres with plenty of homage to
> the
> >> old school SNES games, I think that is a nice delivery method. If we
> could
> >> do something that it would be amazing.
> >>
> >> On Thu, May 21, 2009 at 10:19 AM, eric drewes <figarus@xxxxxxxxx>
> wrote:
> >>>
> >>> 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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