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

  • From: gabriel taylor <aidyn66@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 15 Nov 2009 10:39:34 -0800

Here's a list of questions I wrote up that will help us all get a more precise idea of the setting you're envisioning. Some of these may or may not be relevant relative to your vision, but by answering them, at least we'll know. :) I know some of this was in the milestone 2 info, but even that could be restated here, just so we have a single reference point. After it's all answered, we can post it on the wiki / forums so we have a single place to reference answers, while also being able to add more questions if we need clarification or if there are more questions.


World-Building Questions
_Relating to Overall Plot_

Are we trying to tell a story, or is the focus primarily on gameplay?
Who is the Old Man?
For what reason is he battling the Gods?
Are the Gods good or evil?
Why is the Player chosen by the Old Man?
How did the Player die / find themselves in the Void?
How do we plan on conveying the plot to the player? (Linearly, up to the point of Choice, or giving questions and decisions along the way)

_Relating to Setting_

Are there going to be towns with NPC characters in the game?
What is the structure of government in the towns?
Is each town an individually governed entity, or are they part of a larger nation / city-state?
Are there multiple nations / city-states?
What is the relationship between the various nations / city-states? (militarily, diplomatically, economically)
What is the relationship between the various towns?
Are the people patriotic, or just trying to get by in whatever situation they find themselves in?
What role to the Gods play in the everyday life of the people, if any?
What type of society exists in the towns? (Feudal, communal, caste, nobility/peasant, etc.)
What is the average standard-of-living? (Are people rich, poor, etc)
What type of people live in the towns? (farmers, laborers, craftsman, nobles, etc.)
What is the level of technology in the world?
Is it sciencey-tech or magicy-tech?
Is it common for people to come “back from the dead”, or however we describe the player's state? What is the overall tone of the world? (Impoverished, Mysterious, Magical, Mundane, etc)
Does the world have a Mythology?
What is the level of education among the NPCs?
Will NPCs have pre-existing knowledge of the Player's character before the game begins, or will he be a new face?
How do the NPCs treat strangers?
Is travel common between towns / nations / city-states?
Is there a method of mass-communication, or merely word-of-mouth and messengers? (How connected are the various locations?) Is the world populated by “normal” animals (our world, medieval fantasies) or by Monsters / Demons / otherworldly beasts? Where do these monsters / demons / otherworldly beasts come from, should they exist?
Is there magic in the world?
How commonplace is magic?
Are there relics of ancient civilizations (dungeons, castles, ruins) dotting the landscape, or is this the first growth of civilization?

_Relating to Game Layout_

Is each chapter going to find the player in a separate set of zones, disconnected from those of other chapters (think Neverwinter Nights), or is the entire world going to be connected regardless of chapter (a la Final Fantasy)? Is the player going to be a silent protagonist, or a vocal force in the gameworld?
Is the player going to be solo, or controlling a party of characters?
In the end, is the player going to have free control of the camera (a la NWN, WoW, etc) or a fixed / preset camera view (a la Final Fantasy X and earlier FFs)


eric drewes wrote:
hold on

lemme hit the pause button here

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


        From: eric drewes <figarus@xxxxxxxxx <mailto:figarus@xxxxxxxxx>>

        Subject: [project1dev] Re: an idea, what do you guys think?
        To: project1dev@xxxxxxxxxxxxx <mailto: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 bulbs etc. 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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