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

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 17 Nov 2009 10:27:58 -0800

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

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