Added Erics response to the wiki On Sun, Nov 15, 2009 at 11:42 AM, eric drewes <figarus@xxxxxxxxx> wrote: > *Are we trying to tell a story, or is the focus primarily on gameplay?* > > I don't really think we need to compromise one for the other, I want to > have great gameplay and story. > > *Who is the Old Man?* > > the strange man at the void is a powerful man - he will make cameos > throughout the game as both an ally, a villain and a narrator for the story. > Unlike most characters, he can break the 4th wall and talk directly to the > player. > > *For what reason is he battling the Gods?* > *Are the Gods good or evil?* > > The Gods in this game are Good and Evil. basically the strange man is a > powerful being who wants to free mortals from the will of the gods, he > believes in freedom above all and doesn't like that people are subjected to > the will of Gods. He wants to destroy the gods and let the universe be > free. > > *Why is the Player chosen by the Old Man?* > > Basically, the first half of the game takes place before the the player > awakens in the void (this game will be nonlinear timewise), the player isn't > so much chosen by the strange man as that is just the way the story will > develop throughout the chapters of the first half of the game. Basically > the game will start off very low fantasy and build up to the point where the > player will join the strange man in the battle with the gods. > > *How did the Player die / find themselves in the Void?* > > The player dies in the final battle with the gods, the void is the > afterlife and the strange man is now proctor of the afterlife because all > the gods are dead, he is creating a carnival so that the dead souls have a > place to exist and have fun ha. > > *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)* > > the story will be told through chapters, with each chapter telling a story > about the player and other characters in the game and developing towards the > finale of the first half of the game. there will be linear sections, > nonlinear sections, places where the players choices dictate how the story > plays out, etc. The second half will be sandboxish where you're given a > huge world to explore freely and you can take on mini storylines and > adventures, fight monsters, participate in a ton of activities. > > > _Relating to Setting_ > > *A**re there going to be towns with NPC characters in the game?* > > yes sir. > > *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 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.)* > > there will be opposing cities at war, small farming villages, etc. these > are fairly detailed questions but basically there will be a lot of > diversity, I was going to post about the settings of each chapter as they > came up because it will take a lot of writing to get this described (a > book's worth!). We do have a town in the next milestone so I will start > working on a detailed description of the first area and answers for that > town to all your questions. basically there will be a huge variety of > everything > > *What role do the Gods play in the everyday life of the people, if any?* > > there will be religions but basically the influence of the gods is behind > teh scenes like puppet masters, that is one of the problems the strange man > has with them, they control things and he doesn't like that. > > *What is the level of technology in the world?* > > the level of tech will be early gunpowder era, so there are guns and > cannons but they aren't refined very well and medieval weaponry like swords > and armor are still common. there will be a lot of analog technology like > clockwork and steam powered stuff also, so it is kind of steampunk-ish. > > *Is it sciencey-tech or magicy-tech?* > > Magic will be in the game but it will be sparse, basically only 4 real > sorcerers exist in the world and they are all powerful and kind of doing > their own thing. magic is not a part of every day life for citizens of this > world and most people will consider magic to be rumors. > > *Is it common for people to come “back from the dead”, or however we > describe the player's state?* > *Is there magic in the world?* > *How commonplace is magic?* > > the player will be reliving his/her life in the first half of the game, so > they won't be back from the dead, i want to keep it as low fantasy and > non-magical as i can, the original concept for the game had zero magic, a > totally regular world, but i didn't want to cut out the fun opportunities > magic can provide. however, there is no healing magic persay > > *What is the overall tone of the world? (Impoverished, Mysterious, > Magical, Mundane, etc)* > > well, i want there to be secrets and mysteries everywhere, i wouldnt say > the world at large has a single tone but the majority of people are just > regular people living their lives in their world, i love mad scientists > though and crazy contraptions, i love different cultures, i love all kinds > of strange and wondrous things so it won't be mundane and whitewashed, there > will be a *ton *of diversity as far as settings go. > > *Does the world have a Mythology?* > > I will have to address this later, but the answer is yes. I will get > design documents for this going. > > *What is the level of education among the NPCs?* > > it will vary > * > * > *Will NPCs have pre-existing knowledge of the Player's character before > the game begins, or will he be a new face?* > > he will be a known character for some, a new face for others depending on > the town/setting of the chapter > > *How do the NPCs treat strangers?* > > it will vary. > > *Is travel common between towns / nations / city-states?* > > boat, train, blimp, wagon, foot, the sky is the limit, we will have various > forms of transportation between towns depending on where they are, their > theme, etc. > > *Is there a method of mass-communication, or merely word-of-mouth and > messengers? (How connected are the various locations?)* > > there will probably be telegraph and carrier pidgeon, along with pony > express and mail by train, some areas more advanced than others. > > *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?* > > well i would say that every creature in the game "could exist" - maybe > we'll have a demon or 2 but by and large, we'll have creatures/monsters that > could be created by man or evolve on their own (even if they dont exist on > the real planet earth). You will be able to "hunt" and get skins and stuff > but a lot of the enemies are going to be humanoid in nature, not just wild > animals. > > *Are there relics of ancient civilizations (dungeons, castles, ruins) > dotting the landscape, or is this the first growth of civilization?* > > there will be ancient relics for sure and actually hints that many > civilizations have risen and fallen > > > _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)?* > > the first half of the game will be basically sepparated (but in some cases > travel between zones will fit in the plot/story so it will be allowed. the > second half of the game will have the whole world opened up. > > Is the player going to be a silent protagonist, or a vocal force in the > gameworld? > > vocal force, ala guybrush threepwood :) > > *Is the player going to be solo, or controlling a party of characters?* > > a party of characters, some story based, some generic > > *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)* > > fixed overhead camera for exploration, with different camera angles for > certain scenes/locations > > On Sun, Nov 15, 2009 at 2:05 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> these are great gabe, I'll work on this right now. give me a few minutes >> - also everyone, could you please take a look at the email i just sent >> "state of the union" >> >> >> On Sun, Nov 15, 2009 at 1:39 PM, gabriel taylor <aidyn66@xxxxxxxxx>wrote: >> >>> 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 (: >>>> > >>>> > >>>> > >>>> > >>>> > >>>> >>>> . >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>> >> >