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 (: >>> > >>> > >>> > >>> > >>> > >>> >>> . >>> >>> >>> >> >> > >