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

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 15 Nov 2009 10:09:29 -0800 (PST)

I didn't say you don't give them to me, and a list is just fine. I just have to 
email and email before anything comes of it...

--- On Sun, 11/15/09, eric drewes <figarus@xxxxxxxxx> wrote:

From: eric drewes <figarus@xxxxxxxxx>
Subject: [project1dev] Re: an idea, what do you guys think?
To: project1dev@xxxxxxxxxxxxx
Date: Sunday, November 15, 2009, 9:53 AM

in other words, i am seriously confused why you would say "Can you please 
reveal to me where it is that you have this all mapped out" - its all there, 
you had reference images, descriptions, ideas for what could be included.  You 
told me it sounded good and I havent heard a single question or comment since. 
 You didn't have to "pick at me like a scab" to get anything from me, i sent it 
all to you the same day, we discussed it a couple days later and you sounded 
like you were clear.  NOW you are telling me that I don't give direction and 
you're aggravated that you want projects but I don't give them to you or that i 
just give a jist.  Like its fine if you forgot but you don't have to attack me 
and be rude to me about it, like, I have been nothing but nice, patient and 
supportive, I have answered every single question you have asked me promptly 
and nicely, any time you have asked for specifics I have given you more 
information.  Why are you saying
 these things, it makes NO SENSE! 




"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."

seriously katie, you have had two things to work on in like the last 4 months, 
a wagon which i described in detail and sent images to you for reference, and 
this sign which i also did the same.  so when have you "just been winging it"? 
 when did i not speak up?  these are not rhetorical questions, give me examples.



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>
Date: Sat, 14 Nov 2009 14:45:35 


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>/* 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
>     </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
>         </mc/compose?to=ktmcook@xxxxxxxxx>>/* wrote:


>
>
>             From: katie cook <ktmcook@xxxxxxxxx
>             </mc/compose?to=ktmcook@xxxxxxxxx>>


>             Subject: [project1dev] Re: an idea, what do you guys think?
>             To: project1dev@xxxxxxxxxxxxx
>             </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
>             </mc/compose?to=alan.wolfe@xxxxxxxxx>>/* wrote:


>
>
>                 From: Alan Wolfe <alan.wolfe@xxxxxxxxx
>                 </mc/compose?to=alan.wolfe@xxxxxxxxx>>


>                 Subject: [project1dev] an idea, what do you guys think?
>   
              To: project1dev@xxxxxxxxxxxxx
>                 </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 (:
>
>
>
>
>

.


      




      

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