[project1dev] Re: an idea, what do you guys think?

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 14 Nov 2009 12:27:42 -0800

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 (:
>
>
>
>
>

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