I'll get the rest of those perk graphics for you later today to help cheer you up, Mr. Eric. :P On Thu, Jun 11, 2009 at 5:23 PM, eric drewes <figarus@xxxxxxxxx> wrote: > on stuff like the slide thing, i think ppl throw ideas out there and its > not necessarily something that has to be in this milestone but i dont want > to discourage cool ideas for the future just because its not something that > will be done immediately... as far as tech goes -- of course i defer to > alan :) > btw, after working a 11 hour day (NO BREAKS, minus 15 minutes to grab a > bite at lunch time) i got home and my car battery was shorted out so i had > to fix that chit... good times. > > > On Thu, Jun 11, 2009 at 8:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> I still think it's a good idea but since we are still trying to figure out >> our workflow etc i dont think it'd be clear what he'd be doing and we don't >> know yet what we need him to do. >> >> seems like a good idea for soon but not yet IMO >> On Thu, Jun 11, 2009 at 2:30 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> 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. >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >