*KATIE - you posted:* You guys could give me something to do...ERIC...Ummmmmm....Yeah. =) I posted last week that I am wide open. Whenever your ready for me to do something, Holler. Im eager. =) Katie ----- *less than an hour later I replied: * Biobeast? :P I dunno - ask nick to send his temple props list for now and see if anything grabs you -- *and i also posted shortly after that:* OH ive got a great one for you that i tink you will like katie. ok i want a sign for the carnival for in fronnt of the brick walls like big billboard style but i want it to be "under construction" like have it being put up but not even 25% finished if that makes sense. i will send you some pics of my idea to your email ---- I sent you an email detailing exactly what we needed for this prop, including images for reference and a general overview of what it was going to be when it was finished - you replied 3 days later that you'd get started on it!!!!!!!! On Sun, Nov 15, 2009 at 12:31 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > Eric, > > Its like we are swimming through mud. Anytime you've given me something to > do, it always been just kinda a jist of something you want. Normally I have > to pick at you like a scab for more details. And lately I have been just > winging it, then afterwards you speak up about how you wish I would have > included something or done something. Well not to be a bitch or anything, > but speak the frick up. I am in this to follow your vison and do whatever > you want. BUT YOU HAVE TO TELL ME. After the fact is aggravating and doesn't > help me any. > > Can you please reveal to me where it is that you have this all mapped out > and that the art people know what they are supposed to be doing. Obviously > I'm not the only one that is left wondering, which would make one curious as > to WHY we don't know. > > 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, 3:06 PM > > > 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<http://mc/compose?to=aidyn66@xxxxxxxxx> > > > Date: Sat, 14 Nov 2009 14:45:35 > To: <project1dev@xxxxxxxxxxxxx<http://mc/compose?to=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<http://mc/compose?to=alan.wolfe@xxxxxxxxx>>/* > wrote: > > > > > > From: Alan Wolfe > > <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@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, 11:29 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<http://mc/compose?to=ktmcook@xxxxxxxxx> > > > > </mc/compose?to=ktmcook@xxxxxxxxx<http://mc/compose?to=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<http://mc/compose?to=ktmcook@xxxxxxxxx> > > > > </mc/compose?to=ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx>>>/* > wrote: > > > > > > From: katie cook > > <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx> > > > > </mc/compose?to=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> > > > > </mc/compose?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> > > > > </mc/compose?to=alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>>>/* > wrote: > > > > > > From: Alan Wolfe > > <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> > > > > </mc/compose?to=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> > > > > </mc/compose?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 (: > > > > > > > > > > > > . > > >