I'm sorry, I didnt mean to imply that you were aggravating me - I am happy to answer in detail any questions you have. for reference though, this page should give a general idea of the setting and theme for the current milestone: http://pyotek.com/projects/wiki/doku.php?id=milestones2 it has descriptions of the areas and the idea i have in my head for how things should look and how the area will "work" - but i am happy to fill in any gaps that you may want me to elaborate on. On Sat, Nov 14, 2009 at 11:25 PM, gabriel taylor <aidyn66@xxxxxxxxx> wrote: > I don't mean to aggravate or annoy you with questions, Eric, but I know > that you have an idea in your head for what you want all this to be, and I > just want to make sure that it's clearly being described to everyone. The > stuff that Alan listed below is a great start, yeah, I've only seen very > little of that posted on the wiki and forums. I can't find any place that > really seems to list the design of the world itself, which would be very > useful for us artists, so that we can all be on the same page and create > your vision, instead of creating some amalgamous bastardization coming from > each person's varied interpretation. Would it be useful for you if I create > a list of questions related to the world and the setting, in order to help > define it clearer for everyone? That way, you could write down in more > detail what you're envisioning, and we'd have a communal place to spawn > ideas from. > > ~gabriel > > eric wrote: > >> I guess I don't really understand what more you want big picture wise, we >> have a general layout overview (some of which you just posted) of the plot >> and the way things will develop and we have specifics for the current >> milestone and things that need to get done now. I am ok with going with your >> option #3 but unless we somehow get a workflow with accountability and some >> checks and balances to make sure things get done, the project will continue >> to languish because its TOO laid back and easy to blow off assignments and >> tasks. We are all guilty of this - its just a flaw in the system causing us >> to sorta lazily drift. We've created a poor environment for progress and its >> turned into a vicious cycle where every once in awhile ppl try to blame >> various aspects and groups or lack of directions, when EVERYTHING we need is >> there already - all that's left is to actually do it! >> >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------------------------------------------------ >> *From: * Alan Wolfe <alan.wolfe@xxxxxxxxx> >> *Date: *Sat, 14 Nov 2009 16:37:07 -0800 >> *To: *<project1dev@xxxxxxxxxxxxx> >> *Subject: *[project1dev] Re: an idea, what do you guys think? >> >> i hear ya gabriel, it's hard to see the bigger picture because there arent >> any documents about it etc :P >> >> Eric has a lot of it planned out (the higher level concepts, with plenty >> of wiggle room for creativity on the details etc) but yeah, it's not written >> out where we can see so it's hard to know the overall big picture stuff. >> >> Hey Eric, what do you think about writing something up or making a diagram >> about the overall big pic things for peeps to get a feel for the size of the >> game, a general storyline and stuff like that? >> >> Here's some stuff as I know it from things you've said before, but i know >> we've gotten some new people since you were talking about it last: >> >> #1 - the first half of the game is broken up into chapters of a story >> while the second half of the game is more open world free roam play with >> exploration (seriously that is going to be my fav part of making the game i >> think heheh) >> >> #2 - the story idea is something like you are a disembodied spirit >> floating in the void (kind of like an afterlife) and that when you approach >> the old man, he gives you a body and sends you into the world of the living >> to do his bidding. >> >> #3 - between chapters you can go back to the void area, and as you >> progress through the game it unlocks more of the void area, which turns out >> to be a carnival type area with minigames and fun stuff like that >> >> #4 - the old man is somehow fighting the gods and in the end you have to >> make a decision about which side you are on in "the final battle" >> >> #5 - the 1st (or 0th) chapter is what we are working on now where you >> float down as a spirit, talk to the old man who crafts a body for you like >> you want it, then you talk to the fortune teller which gives you your stats >> based on answers to questions (or you can hack the fortune teller and choose >> stats), then you go into the temple which is like an obstacle course to get >> you familiar with game controls, then you fight a boss at the end to learn >> about combat >> >> #6 - the 2nd chapter happens in a forest and is the first time you go back >> to the world of the living but i dont know much more than that >> >> is that about right? >> >> But yeah, the game doesn't have a lot of momentum right now and a lot of >> people are waiting on the void to be finished so we can move on and they can >> start working again (ie map builders and designers), but i think thats >> because we have our milestones right now set up where all art, all building, >> scripting, etc is finished like 90-95%. >> >> Since it takes longer to make art than it does to build an area with temp >> art and script it, and make it functional, I'm just thinking we should let >> the art being finished be decoupled from building more areas. >> >> I think this will help build us some momentum because instead of asking an >> artist "hey i need X", an artist will actually be able to see "hey when i >> walk into this forest it looks really crappy... if i make better looking >> trees, the game will look 50 times better". Im hoping this before and after >> view, of actually being able to see how they affect a game will help inspire >> artists to contribute (: >> >> And i guess thirdly, we just have a general lack of momentum or >> organization or something. >> >> Like Eric was saying, we made a small push to make sure people had tasks >> they could do, but nothing really came of it. (ie just like the thing with >> us needing a base skeleton with some basic walking, jumping etc animations). >> >> so it's just difficult trying to figure out how can we make sure the game >> gets steady progress forward? Right now i think our progress has been >> something like in the last 3 months we've gotten 1 peice of art? (thank you >> Katie!!) We have like 8 artists or something so its just kind of a bummer >> we are moving at such a slow pace ): >> >> Just going at that rate, we'll NEVER finish, so i think our primary >> problem is figuring out how we can do better than that. >> >> the 3 options i was saying is... >> >> #1 - we find free / cheap art on the net to use for stuff we don't care >> about. The cooler more interesting things can be focused on then, maybe >> that will help? >> #2 - the art that we DO make, we should focus on making it as re-useable >> as possible so we have less overall art to make. I think this is a good >> idea, but not everything is re-useable of course >> #3 - we don't wait for art to be done to move on with building the next >> areas. This would let us flesh out the world with temporary art, and maybe >> seeing more of the world, but ugly with temp art, would inspire more people >> to want to contribute to make things look ok (: >> >> i really think we should do #3 for sure, that #2 is a good idea, and in >> fact i think #1 might have it's own place too (: >> >> but i dunno, im just trying to figure out how we can make progress enough >> of this game over time that we can finish it someday (like i'd think 1-2 >> years is reasonable, anything more than that is kinda junky... but if people >> disagree, we can go with whatever the general concensus is). >> >> Katies idea of having things more organized on paper / documented when we >> start an area (and overall) is a really good idea, but we need someone to do >> that and take ownership over it you know? >> >> I figure we can try the #3 option and see if it really does inspire anyone >> or not, but perhaps some other ideas will come up too. >> >> Ideas welcome if you have any! (: >> >> >> On Sat, Nov 14, 2009 at 3:06 PM, eric <figarus@xxxxxxxxx <mailto: >> figarus@xxxxxxxxx>> wrote: >> >> I mean, I'm on my phone but I would say really, people know what >> they need to be working on and there are fairly extensive design >> documents for pretty much every system that needs developed - this >> current milestone has had its tasks laid out multiple times and >> people available to answer any questions anyone has... Really you >> can lead a horse to water but you can't make em drink... If you >> guys are thirsty, slurp away. Frankly I'm tired and aggravated of >> people complaining about a lack of direction, every member of art >> team has an assignment! Some tasks have been assigned since may >> with little/no progress. >> Sent via BlackBerry from T-Mobile >> >> -----Original Message----- >> From: gabriel taylor <aidyn66@xxxxxxxxx <mailto:aidyn66@xxxxxxxxx>> >> Date: Sat, 14 Nov 2009 14:45:35 >> To: <project1dev@xxxxxxxxxxxxx <mailto:project1dev@xxxxxxxxxxxxx>> >> Subject: [project1dev] Re: an idea, what do you guys think? >> >> I agree with Katie here. >> >> From what I've been able to glean so far, it seems that the overall >> direction of the game does not exist in any written format right now. >> Without a clear perspective on the Whole project, by which I don't >> mean >> the details of coding/shading/artistry, but rather the Scope, Setting, >> Story, Length, it's difficult not only for people to work ahead on >> things that may not be immediately needed, but difficult for >> everyone to >> be certain they're on the same page with regard to setting, tone, >> desired functionality, etc. I think it would be useful for >> everyone if >> we were able to flesh out the world and story behind the game, in >> order >> to create a more consistent tone and direction between everyone's >> work. >> Once we have the setting and the story, which will help create each >> other as they're created, then we can divide the game into >> section/zones/areas (however you want to distinguish parts of the >> game), >> and work on sub-pieces from there. Also, we'd be free to drum up >> basic >> area design and layout before hammering out too much detail on >> something >> that may later be changed. >> >> It'd definitely be more useful to the art team, and it couldn't >> hurt for >> the design and coding teams as well. >> >> ~gabriel >> >> katie cook wrote: >> > 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 >> <mailto:alan.wolfe@xxxxxxxxx>>/* wrote: >> > >> > >> > From: Alan Wolfe <alan.wolfe@xxxxxxxxx >> <mailto:alan.wolfe@xxxxxxxxx>> >> >> > Subject: [project1dev] Re: an idea, what do you guys think? >> > To: project1dev@xxxxxxxxxxxxx <mailto: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 <mailto:ktmcook@xxxxxxxxx> >> >> > </mc/compose?to=ktmcook@xxxxxxxxx >> <mailto: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 >> <mailto:ktmcook@xxxxxxxxx> >> >> > </mc/compose?to=ktmcook@xxxxxxxxx >> <mailto:ktmcook@xxxxxxxxx>>>/* wrote: >> > >> > >> > From: katie cook <ktmcook@xxxxxxxxx >> <mailto:ktmcook@xxxxxxxxx> >> >> > </mc/compose?to=ktmcook@xxxxxxxxx >> <mailto:ktmcook@xxxxxxxxx>>> >> >> > Subject: [project1dev] Re: an idea, what do you guys >> think? >> > To: project1dev@xxxxxxxxxxxxx >> <mailto:project1dev@xxxxxxxxxxxxx> >> >> > </mc/compose?to=project1dev@xxxxxxxxxxxxx >> <mailto: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 <mailto:alan.wolfe@xxxxxxxxx> >> >> > </mc/compose?to=alan.wolfe@xxxxxxxxx >> <mailto:alan.wolfe@xxxxxxxxx>>>/* wrote: >> > >> > >> > From: Alan Wolfe <alan.wolfe@xxxxxxxxx >> <mailto:alan.wolfe@xxxxxxxxx> >> >> > </mc/compose?to=alan.wolfe@xxxxxxxxx >> <mailto:alan.wolfe@xxxxxxxxx>>> >> >> > Subject: [project1dev] an idea, what do you guys >> think? >> > To: project1dev@xxxxxxxxxxxxx >> <mailto:project1dev@xxxxxxxxxxxxx> >> >> > </mc/compose?to=project1dev@xxxxxxxxxxxxx >> <mailto: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 (: >> > >> > >> > >> > >> > >> >> . >> >> >> >