What ever happened to Travis being a producer? On Thu, Jun 11, 2009 at 2:28 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > oh ok cool > > we just gotta be careful of adding in major features while we are working > on a milestone > > Idealy how it works is we plan out a bite sized chunk of the game that has > an equal amount of art, tech, script, design, etc and then we mostly stick > to the plan (but yeah, stuff will change from the plan as we make it of > course). > > But all the major things should be figured out ahead of time otherwise it > screws it all up :P > On Thu, Jun 11, 2009 at 2:07 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> If I'm not mistaken we scrapped the slide idea for this milestone. We will >> put it back in when we have those minigame abilities >> >> >> On Thu, Jun 11, 2009 at 2:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> "Once friction is implemented it would be neat if you were dropped onto >>> a giant slide." >>> >>> FYI this is the first ive heard about this and it's a major change. We >>> need to be better about figuring out major changes in advance cause talk is >>> cheap, but coding takes time :/ >>> >>> On Thu, Jun 11, 2009 at 1:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>> >>>> The three puzzles discussed and agreed are were this: >>>> >>>> 1) Picture/painting puzzle that needs to be corrected for the ceiling to >>>> stop. >>>> 2) 4 Statues (each a different height) pushed into a specific location >>>> in a specific order to stop the ceiling. >>>> 3) Finding a hidden lever or pulley that opens a 'safe' trap door which >>>> saves you from being crushed or having to restart the room. >>>> >>>> >>>> Kent, if you look at the temple overhead view of the map I gave it shows >>>> the basement as a connection to the upperfloor if you fall down through the >>>> trapdoor. Once friction is implemented it would be neat if you were dropped >>>> onto a giant slide. Over the weekend I'll work on a sketch for the >>>> construction of how the ceiling room will be laid out, where the statues >>>> are, how the drop-floor will work, etc. Expect something by monday (I'm >>>> going out for the weekend soon). >>>> >>>> >>>> The sketch I'll run by Eric and talk over with Kent before releasing. >>>> >>>> >>>> >>>> >>>> On Thu, Jun 11, 2009 at 3:15 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> color changing puzzle is basically done. it just needs art >>>>> >>>>> >>>>> On Thu, Jun 11, 2009 at 1:14 PM, Matthew Morgan <MMorgan@xxxxxxxxxx>wrote: >>>>> >>>>>> The other one was the painting hue change? >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: >>>>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe >>>>>> *Sent:* Thursday, June 11, 2009 1:13 PM >>>>>> >>>>>> *To:* project1dev@xxxxxxxxxxxxx >>>>>> *Subject:* [project1dev] Re: lowering ceiling trap discussion >>>>>> >>>>>> >>>>>> >>>>>> that's good thinkin, you are right this would be a good type of >>>>>> scenario we could do this for >>>>>> >>>>>> On Thu, Jun 11, 2009 at 11:18 AM, eric drewes <figarus@xxxxxxxxx> >>>>>> wrote: >>>>>> >>>>>> *ponders* although if we built this scene in its own map we could go >>>>>> over the shoulder for dramatic affect and the fact that its not optimized >>>>>> would be ok because it is only rendering a small area... i am down with >>>>>> this >>>>>> but alan may smack my hand for suggesting it :) or worse! >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On Thu, Jun 11, 2009 at 2:13 PM, Kent Petersen <kentkmp@xxxxxxxxx> >>>>>> wrote: >>>>>> >>>>>> Trash Compactor esque wall idea is a good alternative. >>>>>> >>>>>> I don't know about a shoulder cam because the game will not be >>>>>> optimized for that view. I would suggest avoiding it most of the time. >>>>>> >>>>>> >>>>>> >>>>>> On Thu, Jun 11, 2009 at 10:55 AM, Chris Sherman < >>>>>> cshermandesign@xxxxxxxxx> wrote: >>>>>> >>>>>> You totally know he owns copyrights on ceilings and floors of all >>>>>> types! >>>>>> >>>>>> Sent from my BlackBerry >>>>>> ------------------------------ >>>>>> >>>>>> *From*: eric drewes >>>>>> *Date*: Thu, 11 Jun 2009 13:42:00 -0400 >>>>>> >>>>>> >>>>>> *To*: <project1dev@xxxxxxxxxxxxx> >>>>>> *Subject*: [project1dev] Re: lowering ceiling trap discussion >>>>>> >>>>>> george lucas is too busy playing with his jar jar toys to care, and im >>>>>> sure lowering ceilings/crushing walls have been used before he put it in >>>>>> those movies :P haha (but maybe not!) >>>>>> >>>>>> ceiling lowering is better from a puzzle standpoint because we have 3 >>>>>> puzzles for that room that need floor space to perform >>>>>> >>>>>> On Thu, Jun 11, 2009 at 1:37 PM, Chris Sherman < >>>>>> cshermandesign@xxxxxxxxx> wrote: >>>>>> >>>>>> What if instead of the ceiling lowering you have the walls come in. >>>>>> Either way George Lucas is gonna be pissed (ie indiana jones for the >>>>>> ceiling >>>>>> and star wars for the walls) >>>>>> >>>>>> Sent from my BlackBerry >>>>>> ------------------------------ >>>>>> >>>>>> *From*: Nick Klotz >>>>>> *Date*: Thu, 11 Jun 2009 12:30:56 -0500 >>>>>> *To*: <project1dev@xxxxxxxxxxxxx> >>>>>> *Subject*: [project1dev] Re: lowering ceiling trap discussion >>>>>> >>>>>> You walk into the room, door closes behind you. The ceiling begins to >>>>>> lower. o.0 >>>>>> >>>>>> Haha, on a technical note.perhaps the ceiling should be mostly >>>>>> transparent so you can see objects within the room with minimal >>>>>> difficulty. >>>>>> Or the camera could be focused to a near over-the-shoulder style >>>>>> (possibly >>>>>> make a button that switches to 1st person for looking around (can't move >>>>>> while in 1st person)). >>>>>> >>>>>> >>>>>> On Thu, Jun 11, 2009 at 12:27 PM, Kent Petersen <kentkmp@xxxxxxxxx> >>>>>> wrote: >>>>>> >>>>>> This discussion is open to everyone. How would you like lowering >>>>>> ceiling trap to visually work? The game is overhead view so I'm not sure. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> ------------------------------ >>>>>> >>>>>> >>>>>> >>>>>> ******************************************************************************************************************************************************************* >>>>>> >>>>>> This e-mail is the property of Oakley Inc. It is intended only for the >>>>>> person or entity to which it is addressed and may contain information >>>>>> that >>>>>> is privileged, confidential, or otherwise protected from disclosure. >>>>>> Distribution or copying of this e-mail, or the information contained >>>>>> herein, >>>>>> to anyone other than the intended recipient is prohibited. >>>>>> >>>>> >>>>> >>>> >>> >> >