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

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 15 Nov 2009 13:32:33 -0500

hold on

lemme hit the pause button here

On Sun, Nov 15, 2009 at 1:31 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

> ERIC, IM NOT BLAMING YOU OR POINTING A FINGER, I am just holding you
> accountable for the things you say and do. There is no, your fault my fault
> in this situation, just what happened for us to both understand perspective.
>
> --- 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, 10:11 AM
>
> you literally are pointing a finger at me and blaming me.  "then you
> emailing me after it was done saying you wish I would have done some things
> differently or added some things..."  that is totally INCORRECT.  the only
> thing i said was, lets try to add some exhaust pipes because i thought it
> would look neat to add those on,  that was literally the only thing i said
> afterwards about it!  Like, you tell me you want feedback, i give you
> feedback and now you are complaining about that.
>
> re: biobeast, in MAY you said you liked the concept art (I forwarded the
> email to the list for your reference) and could work off of it, that is why
> when you asked what you could do i said "Biobeast?"   How does reminding you
> that you have a project assigned to you with already approved of concept art
> do NOTHING FOR YOU?
>
> you also said: My first qalm, YOU DON"T HAVE A NAME YET???????What am I
> supposed to do with that. I get the scaffolding, framework, tools. Not sure
> about the box of light bulbs, because if they are actually going to LOOK
> like like bulbs, then there are some things to think about first before
> doing that, like for instance the lighting...Modeling a light bulb doesn't
> make sense to me to do unless we know how we plan on lighting it...
> *
> *
> the name isn't important because we just need the beginnings of the sign
> being built, all of which you even say you get here, the box of lightbulbs
> is a box of unlit lightbulbs, if you didn't understand something or needed
> more details about it, you should have asked...
>
> as far as:
> also katie, are you interested in working on some art design for some
> characters for me?
>
> I emailed you that I was interested...heard nothing back.
>
>
> well you had a project on your plate that you said you were clear on and
> were ready to work so i figured i'd wait until that got finished before
> moving on.
>
> On Sun, Nov 15, 2009 at 12:57 PM, katie cook 
> <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx>
> > wrote:
>
>> Okay, Eric Let me spell it out for you...
>>
>> Biobeast? :P I dunno - ask nick to send his temple props list for now and
>> see if anything grabs you
>>
>> How does that address the biobeast. You put Biobeast? That does NOTHING
>> FOR ME. That just says to me hmmm. I don't know and I'm blowing that off for
>> now.
>>
>> Then went on to say that nick should send his list of temple props and and
>> see if anything grabs me. Why should I ask nick send his temple props list,
>> shouldn't you be the one going through and delegating to people what you
>> want done and how?
>>
>> Or maybe... just asking nick to POST IT, so everyone can see it, then
>> speak up about what they want to do?
>>
>> NEXT- - -
>>
>> OK i want a sign for the carnival for in front 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!!!!!!!!
>>
>> Just cause you saw it 3 days later doesn't mean I posted three days later.
>> Besides the point though, thats being petty...
>>
>> I will give you that this is a good STARTING POINT..But
>> You didn't send me an email detailing exactly what you needed, this is
>> what you sent me...
>>
>> Well we don't have the name yet so really we just want the beginning
>> stages of the sign, like the poles its going on, scaffolding, tools, boxes
>> of light bulbs, etc.
>>
>> My first qalm, YOU DON"T HAVE A NAME YET???????What am I supposed to do
>> with that. I get the scaffolding, framework, tools. Not sure about the box
>> of light bulbs, because if they are actually going to LOOK like like bulbs,
>> then there are some things to think about first before doing that, like for
>> instance the lighting...Modeling a light bulb doesn't make sense to me to do
>> unless we know how we plan on lighting it...
>>
>> we could have building materials, paint buckets, boxes of light bulbsetc. on 
>> the ground next to the sign
>>
>> This is reiterating what you just said, no new input....
>>
>> also katie, are you interested in working on some art design for some
>> characters for me?
>>
>> I emailed you that I was interested...heard nothing back.
>>
>> I get that your trying Eric, and Im not trying to point a finger at you.
>> I'm not blaming you or getting mad at you. I just saying that this is my
>> perspective, and sometimes its not always so clear what your wanting.
>> Especially since I posted the wagon at least twice and emailed you wanting
>> to know if you wanted anything specific on it or what not and never got any
>> input other than the initial picture, and then you emailing me after it was
>> done saying you wish I would have done some things differently or added some
>> things...
>>
>>
>> Katie
>>
>> 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 (:
>>> >
>>> >
>>> >
>>> >
>>> >
>>>
>>> .
>>>
>>>
>>>
>>
>>
>
>

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