I didnt.. thats really neat (: On Thu, Apr 29, 2010 at 11:26 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Did you guys know Geometry Wars (for xbox360) started out as a minigame in > gotham racing? It turned out to be a successful game as well. So there is > hope for pirate dice! > > > On Thu, Apr 29, 2010 at 11:25 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Welcome back Eric! >> >> I am on the same page with you guys. I was hoping to turn it into a >> standalone functional (multiplayer only (for now)) game. I am not too far >> off from completing this. Just need to get the players turns working right >> through the internet and a couple display bugs. I will happily use your help >> on making the ui. I am still down for adding in your pirate portraits if you >> still plan on uploading them. >> >> Alan I like the idea of making a minigame pack or something like that as >> well. As we create ActRaiser clone I think the features available to pirate >> dice will increase and I will probably keep revisiting it until it is a >> solid game. At a worse case I could just add it to AR as a minigame >> >> >> On Wed, Apr 28, 2010 at 8:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> oh yeah, kent was plannin on finishing it up before doin the act raiser >>> stuff i think... he said he was thinkin it'd be done in a couple weeks. >>> >>> he's deff going to need ui help :P >>> >>> i was thinkin it could be a standalone thing (well... heck you guys could >>> add more minigames to it as time goes on and make it a downloadable yahoo >>> games style client or something??) >>> >>> That was just my idea, not sure what he wants to do with it, or if you >>> have an idea for how to use it. >>> >>> I'll support it code wise however is needed so let me know if you need >>> anything or find bugs i need to fix etc :P >>> >>> >>> On Wed, Apr 28, 2010 at 8:05 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> sorry too man... and glad to be back! >>>> >>>> hey this is a sidenote but hey kent i think we shouldn't table the >>>> pirate dice area idea entirely, like gabe was saying i agree w/ him that >>>> its >>>> a great standalone game and i was really trying to set my ideas up so it >>>> could function that way outside of the context of the rpg, i dont want to >>>> detract from actraiser so the area and stuff can maybe be finished later >>>> after this is done or whatnot but yeah... and of course im still on board >>>> to >>>> help w/ anything you need UI wise >>>> >>>> >>>> On Wed, Apr 28, 2010 at 10:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> Sorry for the crappyness, welcome back Eric, and it's nice to have you >>>>> back (: >>>>> >>>>> >>>>> On Wed, Apr 28, 2010 at 7:46 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>> >>>>>> i know alan already acknowledged that he misstated why i left but I >>>>>> feel like i need to make a brief statement and clarify why i left (albeit >>>>>> briefly)... >>>>>> >>>>>> at the end of the last year, i posted to the group this message: >>>>>> >>>>>> here's my official opinion of the situation: >>>>>> >>>>>> we have a ton of really great creative talent, a brilliant coder and >>>>>> a really awesome premise. we have a ton of people who love gaming >>>>>> who want to produce a quality classic. My dream for this game is for it >>>>>> to >>>>>> be a masterpiece of sorts that maximizes its potential. but there >>>>>> are some problems... >>>>>> >>>>>> by default alan and I are in charge, but neither of us are >>>>>> experienced as project managers and neither of us are really good in >>>>>> that job. We have tried at various times to keep with weekly updates, >>>>>> etc. >>>>>> in order to keep everyone (including ourselves) on track and the game >>>>>> progressing... these attempts have failed for one reason or another, and >>>>>> in >>>>>> my opinion its because there's nothing really to hold any of us >>>>>> accountable, there are no checks and balances, no consequences to blowing >>>>>> off assignments/projects/etc. and lets face it, this is an unpaid gig >>>>>> and >>>>>> we're all busy people and often times we have to make sacrifices, the >>>>>> game >>>>>> thus far has been something easy to push aside... With thetalent we >>>>>> have on art team, the three options alan presented shouldn't even >>>>>> need to be exercised, I really think we have the people to get the art >>>>>> done, if properly motivated we could get all of milestone 1 >>>>>> including thetemple completely finished art wise by the end of the month, >>>>>> we just need a driver to keep the talent (myself included) producing >>>>>> and on track. The problem is, we need someone with experience and >>>>>> knowledge to fill that executive producer role and I have failed at it, >>>>>> I am >>>>>> just not good at being the person who keeps schedules and keeps >>>>>> things organized, its not in my disposition to be the boss in that >>>>>> respect. I'm not a supervisor. It was sort of my job by default and >>>>>> i suck at it. >>>>>> >>>>>> things have been frustrating - frustrating for everyone, and tempers >>>>>> have occasionally boiled over because when things aren't going the way >>>>>> we want and we try to look for where the problem is, people get angry >>>>>> and it erupts into these things. If you want to say that the problem >>>>>> is me for not keeping the game moving, well I am guilty, because like >>>>>> I said before, by default I am the only one to blame. We need >>>>>> someone besides me to step up or we need to bring someone in who can >>>>>> manage >>>>>> the game and take on that authority, someone who can tell me when I >>>>>> am not giving people what they need or producing the way I need to, >>>>>> someone who can prod people who have assignments to finish them, someone >>>>>> who >>>>>> can make sure everyone is doing what they need to be doing to keep >>>>>> the game alive. >>>>>> >>>>>> This is a message I stated and restated over and over again ad >>>>>> nauseum. I fully admitted that keeping focused is a major weakness of >>>>>> mine >>>>>> and that we needed someone to keep everyone (including me) on the right >>>>>> path. I tried to be forthright and honest about what we/I needed to >>>>>> succeed >>>>>> and roll forward was a little unfair. I am really physically ill and am >>>>>> spread really thin, i just didn't have the discipline and energy to step >>>>>> up >>>>>> and that is why the game failed. I never blamed anyone else AT ALL, >>>>>> really >>>>>> I think that the wheels just sort of came off because the scope of the >>>>>> game >>>>>> was too big and there was just too much work that needed to be done >>>>>> before >>>>>> we could get any semblance of what the real game was going to be like >>>>>> that >>>>>> we all sort of lost faith in the project. I'm sorry the project didn't >>>>>> work out... I'm sorry I failed. >>>>>> >>>>>> And as Alan already stated, the reason I left had nothing to do with >>>>>> the game getting canceled - the game was just too much for me/us, >>>>>> switching >>>>>> gears is the right move for the team and i support it. I left because >>>>>> of a >>>>>> personal conflict between Alan and I that has since been resolved, so >>>>>> please >>>>>> disregard :) >>>>>> >>>>>> Anyways, just needed to give my perspective... now hopefully we can >>>>>> all move on and kick ass on act raiser under leadership that has the time >>>>>> and energy to do what I couldn't. >>>>>> >>>>>> >>>>>> If anyone wants to chuck tomatoes at me, etc. please go ahead and do >>>>>> it now so we can get it over with! >>>>>> >>>>> >>>>> >>>> >>> >> >