[project1dev] Re: The tail end of milestone 1

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 20 May 2009 18:33:34 +0000

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

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Date: Wed, 20 May 2009 11:11:24 
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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