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

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 14 Nov 2009 12:38:40 -0800 (PST)

I just meant like what you said you are feeling too.

The art people are waiting on the coders, the coders are waiting on the art 
people.

It would be good to flush out the game first, then worry about intricacys.

Lay the foundation. Start to build up from there...Frame work, insulation..etc. 

So figure out what we want in the game as far as areas, length, storyline, 
plot, etc. whatever. Then figure out what each area would entail, length, 
objective, etc. Then maybe lay out a map or floorplan, then figure out what 
would be necessary to make those areas functional based on the map and 
objective, then start laying out temp models so guys can start scripting stuff, 
and figuring out what the hiccups would be, then when that is at a good spot, 
then start thinking about the intricacys, details, nicer models, etc.

That way art people can always be working on models, etc, while not interupting 
the scripters, etc. vice versa.


--- 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, 11:29 AM

Thanks for the feedback Katie.

How so on trying to build the house without a foundation?

What kinds of things or steps do you see us missing as we are moving forward?

Thanks (:

(and ps if anyone has feedback about anything please feel free to speak up - or 
if youd rather email eric or i in private please feel free!)


On Sat, Nov 14, 2009 at 11:23 AM, katie cook <ktmcook@xxxxxxxxx> wrote:


I think crappy temp models/temp art could be very helpful in flushing things 
out.

And working in a linear fashion isn't necessarily all that important.

I think option # 3 is a good idea, because even if we work linear, we could 
always want to go back to an area and spice it up or modify it if we see that 
something else might work better functionally or what not.


Alan, I think you are heading in a good direction with that idea.

It has been feeling a bit like we are trying to build a house without laying a 
foundation first.


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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