Katie they say the greatness of the US is preserved by the dissidents right? Dont feel like you have to apologize (; feel free to err on the side of being an ass!! it keeps us all honest lol. On Sat, Nov 14, 2009 at 12:23 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > Got it...=) > > I had a blip in the posts I received and after I went through I realized I > might of misunderstood and he meant that. > > It actually would make sense though to get models for stuff that is really > generic anyway. > > For example, garbage cans, tools, real simple stuff that is just filler... > > It would be more efficient for us and would save time so we could do things > that are going to get more attention. > > Thanks for the clarification Eric! > > Sorry for jumping the gun, my bad...I'M AN ASS, I admit...Sorry guys! > > Katie > > --- On *Sat, 11/14/09, eric <figarus@xxxxxxxxx>* wrote: > > > From: eric <figarus@xxxxxxxxx> > > Subject: [project1dev] Re: an idea, what do you guys think? > To: project1dev@xxxxxxxxxxxxx > Date: Saturday, November 14, 2009, 11:22 AM > > > They just meant to use temp models till the art team gets a chance to put > in the real models > > Sent via BlackBerry from T-Mobile > ------------------------------ > *From: * katie cook <ktmcook@xxxxxxxxx> > *Date: *Sat, 14 Nov 2009 11:17:02 -0800 (PST) > *To: *<project1dev@xxxxxxxxxxxxx> > *Subject: *[project1dev] Re: an idea, what do you guys think? > > BTW, > > I love building little prop models etc. so if you guys don't want to make > them, just tell me and I will do it. > > =) > > Katie > > --- On *Sat, 11/14/09, katie cook <ktmcook@xxxxxxxxx>* wrote: > > > From: katie cook <ktmcook@xxxxxxxxx> > Subject: [project1dev] Re: an idea, what do you guys think? > To: project1dev@xxxxxxxxxxxxx > Date: Saturday, November 14, 2009, 11:13 AM > > It seems like the focus has become more about just getting the game made > verses trying to build a game that we are proud of and having fun making > along the way...WTF???? > > Didn't know we were so concerned getting it cranked out by a certain > time... > > Anyway, just my thoughts. > > I had the impression that part of the goal of the game was so people could > use this as a stepping stone for portfolio pieces, etc. > > Personally, I'd be embarassed to show anyone the game, and I'd just show > them my individual work if we went this route, but it looks like we have > already begun going that way anyway... > > Katie > > --- On *Wed, 11/11/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote: > > > From: Alan Wolfe <alan.wolfe@xxxxxxxxx> > Subject: [project1dev] an idea, what do you guys think? > To: project1dev@xxxxxxxxxxxxx > Date: Wednesday, November 11, 2009, 10:09 PM > > Hey so i think one thing we've learned from working on the RPG so far is > that it takes A LOT of art :P > > Even with a lot of artists theres just a ton of art to make and art takes > quite a bit of time and effort. > > i was thinking of a couple ideas to help with this... > > #1 - finding free / cheap 3d models and textures on the net and using them > for things that we don't care alot about (ie furniture perhaps or simple > props and things), that way we spend our "art time" on the things we want > custom which is the cool stuff like bosses and specific items and characters > perhaps? > > #2 - we could try to make some efforts to make art re-useable. This is > hard for the void area since it's very unique, but for the mine we worked on > last, we could have for instance made "generic cave walls" art in a way that > it was re-useable. When we have a library of re-useable art, building areas > should go quicker cause we already have art assets made. We have the > ability in game to colorize art programatically so we can recolor and reuse > models as well too. > > #3 - we could change our workflow. Instead of trying to push towards > milestones and have every area 100% done before we move on we could change > it up. We could just build things up functionally with whatever junky art > we had (ie the temple as is would be fine lol). As long as things are > working functionally we can move on. I think if we went a route like this > it would be good to keep a list somewhere of what needed to be done > artistically such as "the temple needs real art and a decoration pass". The > benefit to going this route would be that we could just keep building areas > and moving the game forward. It may not look pretty but it should be > playable and it could be made pretty over time. > > but hrm, just throwin some ideas out there what do you guys think? Maybe > we just say "meh" to art quality and get the game built with a whole bunch > of temp / programmer art and worry about making it pretty later on / at our > leisure? > > It would be nice to move onto the next area and start getting some story > together and real game play and stuff (: > > > > >