[project1dev] Re: The tail end of milestone 1

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 21 May 2009 13:32:03 -0700

I feel the exact same way man. Square lost something for me in between FF7
and 8. In all honesty, I don't think 7 was that amazing of a game. It was
just very new and very revolutionary and quite amazing for its time.

On Thu, May 21, 2009 at 1:16 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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