[project1dev] Re: caught up on e-mails i missed

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 29 Apr 2010 11:28:33 -0700

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!
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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