Good point Katie (: I can certainly start prototyping stuff at very least. I wanted to make sure i give this game all attention necessary for it to succeed but the other games i have in mind should be using the same code / engine as this one so i think a lot of work can be shared across them so i might. I just want to make sure all the tech is there for everyone else to be able to do what they need to hehe On Sat, Nov 14, 2009 at 12:28 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > Thanks for clearing that up Alan, > > I just posted a second ago. I'm really sorry, I didn't get what you were > getting at first. > > As far as the other games you want to make...Why are you waiting? > > Is it something that you have to be done with this game first in order to > start? > I personally have a billion projects going on at any given time. Not > necessarily 3D, but just life in general stuff too. I think that if you got > a good idea, run with it when you can. Don't wait...=) Plus if you start > formulating what you want to do now, then it can give you a chance to get > more feedback and time for concocting your evil plan to take over the world. > =) > > Katie > > > --- On *Sat, 11/14/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote: > > > From: Alan Wolfe <alan.wolfe@xxxxxxxxx> > Subject: [project1dev] Re: an idea, what do you guys think? > To: project1dev@xxxxxxxxxxxxx > Date: Saturday, November 14, 2009, 11:27 AM > > > I might have worded it poorly but my idea was just to unpair the progress > of functionality with the progress of the art > > So for instance, we would make the void area functional and move onto the > next area instead of waiting for the art to be finished for it (meanwhile > map builders and scripters and designers wouldn't just be waiting for the > art to be done) > > If you are opposed to the idea that's totally fine... it's just that things > have been kind of "dead in the water" and im trying to figure out how we can > progress forward. > > Re: the focus on getting it done by a certain time, i was thinking it would > be nice to set a goal such as "1 year from now" or "2 years from now" even > but if we'd rather take it slow and focus on quality and say "it'll be done > when it's done and we'll make a game we are proud of first and foremost" > that sounds like a good plan. > > The only reason i have this internal deadline was because there are a > couple other games I personally want to make as well and don't want to spend > forever waiting to make them, but perhaps if the engine gets solid i could > be using it for those other games too if no new tech was needed for this > RPG. > > ::shrug:: > > If the idea is a bad one, we certainly don't have to go the route i was > talking about. > > If things are good as they are now, we can certainly leave them how they > are (: > > What you say Katie, are we on a good path now? Going as we are going do > you think your personal goals for this project are going to be met ok? > > (same for everyone else... feedback welcome!!) > > On Sat, Nov 14, 2009 at 11:17 AM, katie cook > <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx> > > wrote: > >> 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<http://mc/compose?to=ktmcook@xxxxxxxxx> >> >* wrote: >> >> >> From: katie cook <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx> >> > >> Subject: [project1dev] Re: an idea, what do you guys think? >> To: project1dev@xxxxxxxxxxxxx<http://mc/compose?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<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> >* wrote: >> >> >> From: Alan Wolfe >> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> Subject: [project1dev] an idea, what do you guys think? >> To: project1dev@xxxxxxxxxxxxx<http://mc/compose?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 (: >> >> >> >> > >