[project1dev] Re: We are probably getting another member to the art team wooo

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 2 Apr 2009 21:36:11 -0700

Oh and Chris, Kent is workin on the cave at the moment so you can possibly
jump on it with him, but it might make sense to play around with it a little
first to figure out how stuff works (:

and FYI, none of us are getting paid so there's no timelines or schedules,
just feature goals we are reaching towards... and things will be especially
slow during this ramp up until we get into the meat of it (:

On Thu, Apr 2, 2009 at 9:30 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Hey Chris,
>
> Don't worry about the models... what our plan of attack is, is that the
> area gets built and then we pretty it up.
>
> During the prettying up process, whoever is doing the prettying up will
> just say "hey eric i need ____ to put in the cave" and he will make it up.
>
> After the area is decorated etc, he'll do a lighting pass to set up the
> lighting and then when we are done with that we can all discuss how the end
> product is, if there was anything in the process we want to change, and then
> move onto the next area.
>
> There may be more steps in there but thats the overall goal right now that
> we are heading towards
>
>
> On Thu, Apr 2, 2009 at 4:07 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>
>> Hey guys,
>>
>> I haven't checked in via email for a few days, so let me just tell you
>> what I've been up to.  When I started talking to Alan about the game,
>> I decided I wanted to reformat first.  I was thinking I might need it
>> for speed reasons (as well as security - I was getting a lot of
>> malware from Google Chrome somehow, and I still hadn't pinned down the
>> sites that were doing it)
>>
>> This had the bonus effect of making me clean up my workspace too, I
>> was very happy about that :)
>>
>> After getting everything done, I spent a while yesterday reading up on
>> the lua helps and getting a feel for scripting an area.  This made me
>> really understand how we need more models and how tough that is going
>> to be to come by, so if someone wants to make a tutorial for that, I
>> would be more than glad to see if I can manage there.  It would help a
>> lot as a builder to be able to make the textures I'm going to use in
>> the areas.
>>
>> I am going to try to use the forum more than email, just so we have
>> design ideas and talk permanently laid down (someone mentioned doing
>> this and it's a great idea).
>>
>> I'm very glad to hear about the girl who wants to make 3d models and
>> animation, since we'll definitely need a lot of that.
>>
>> On Thu, Apr 2, 2009 at 10:47 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> > oh and btw right now the current goal of the project is to just get a
>> first
>> > area made to figure out the workflow, ie what scripters will be doing,
>> any
>> > improvements that we can make in the tools to streamline the process,
>> what
>> > the artists will be doing, any improvements we can make to streamline
>> the
>> > process there.
>> >
>> > we are just kind of getting our feet wet to see what works, what doesn't
>> and
>> > how we should proceed forward on the areas to follow.
>> >
>> > This will be an iterative process but what we should get out of this
>> first
>> > round is ideas such as maybe we build all our maps using re-useable
>> peices
>> > since that makes it easier on builders and artists and easier on the
>> engine
>> > as well (btw starting a seperate thread for this specific thing).
>> >
>> > There is code we could make, and art that could be done, but right now a
>> lot
>> > of it is moot (not all of it but a lot of it) until we figure out how
>> map
>> > building will go (:
>> >
>> > On Thu, Apr 2, 2009 at 10:23 AM, Kent Petersen <kentkmp@xxxxxxxxx>
>> wrote:
>> >>
>> >> I am fine with that.
>> >>
>> >> On Thu, Apr 2, 2009 at 10:10 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> wrote:
>> >>>
>> >>> My next task right now is to start putting in support for NPCs and
>> then
>> >>> monsters so that both are fully scriptable / defineable through lua.
>> >>>
>> >>> I was thinkin too btw that if no one objects or woudl rather do it, i
>> >>> could take on the job of prettying up your map when you are done w/
>> it, it
>> >>> sounds like fun.
>> >>> On Thu, Apr 2, 2009 at 9:23 AM, Kent Petersen <kentkmp@xxxxxxxxx>
>> wrote:
>> >>>>
>> >>>> Sweet, good artists are hard to come by.
>> >>>>
>> >>>> Speaking of moving forward. What is everyone working on?
>> >>>>
>> >>>> I'll start with myself. I have been tossing around ideas and
>> designing a
>> >>>> cave dungeon while I teach myself how to build a map with the
>> scripting
>> >>>> system. I have a good idea of what I would like to see the dungeon
>> do.
>> >>>>
>> >>>> On Wed, Apr 1, 2009 at 7:48 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> wrote:
>> >>>>>
>> >>>>> So i was talking to my friend who works at the office at my
>> apartments
>> >>>>> and he was telling me how his gf is a graphic designer by trade but
>> that she
>> >>>>> wants to be a 3d animator, and it's what she does in her free time.
>> >>>>>
>> >>>>> He was also saying how hard it was for her to break in, like you
>> have
>> >>>>> to be part of the group already to be allowed in (btw thats really
>> true...
>> >>>>> it's nuts, but this game should make it easier for everyone
>> involved, and
>> >>>>> seriously i will write everyone letters of references when we have
>> more
>> >>>>> done).
>> >>>>>
>> >>>>> Anyhow, i said that she could help us if she wanted to, so im gonna
>> >>>>> call my buddy later and we'll see what's up.
>> >>>>>
>> >>>>> But woot, that'll be nice to have an extra pair of hands for art and
>> >>>>> animation for when we start actually movin forward.
>> >>>>
>> >>>
>> >>
>> >
>> >
>>
>>
>

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