Oh, KH had a fighting system in 3d that did a lot of new things - it's kind of like Zelda 3d combat, combined with an rpg system. The game was very challenging on expert if you played it like that, with a lot of uber bosses and things. The fighting mechanic was what made the game good though, if you didn't play normal (which turned a lot of people off the game because it was too easy) On Thu, May 21, 2009 at 12:43 PM, eric drewes <figarus@xxxxxxxxx> wrote: > like what aspect of kingdom hearts did you want to duplicate. i guess im > confused what you mean > > On Thu, May 21, 2009 at 2:11 PM, 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! (: >>>> >> >>>>>>>>>>>>>>>>>>>> >>>> >> >>>>>>>>>>>>>>>>>>> >>>> >> >>>>>>>>>>>>>>>>>> >>>> >> >>>>>>>>>>>>>>>>> >>>> >> >>>>>>>>>>>>>>>> >>>> >> >>>>>>>>>>>>>>> >>>> >> >>>>>>>>>>>>>> >>>> >> >>>>>>>>>>>>> >>>> >> >>>>>>>>>>>> >>>> >> >>>>>>>>>>> >>>> >> >>>>>>>>>> >>>> >> >>>>>>>>> >>>> >> >>>>>>>> >>>> >> >>>>>>> >>>> >> >>>>>> >>>> >> >>>>> >>>> >> >>>> >>>> >> >>> >>>> >> >> >>>> >> > >>>> >> > >>>> >> >>>> > >>>> > >>>> >>> >> > >