[project1dev] Re: milestone 2 info

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 07:37:45 -0400

katie, i like the sign also but i would say you shoud decrease the size of
the type a bit, make it white and then add a black stroke and it would be
perfect.  good work :)

On Thu, May 28, 2009 at 3:23 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Hey I that looks really nice and you are right, this thing uses really few
> verts
>
> Those are amazing looking textures
>
> Constructive (hopefully!) criticism:
>
> You might want to align your models with the origin (like put the
> bottom of the sign post at the origin or something like that) because
> it makes it easier to place in the world.
>
> IE if you place the sign at 10,10,5 in the world, but the sign model
> is 5 units to the right of the origin, the "real" position of the sigh
> is 15,10,5 which confuses things a little since it's in game position
> is not it's true position.
>
> Not a biggie but just FYI :P
>
> Also, you want to minimize empty space on textures if you can.  You
> re-used the texture really well on the sign.jpg, but the stick.jpg
> uses a 512x512 for most of that being empty space.  If you cut that
> down to 512x256 or x128 or were able to re-use some of the wood
> texture from the first texture, or something like that, it saves a
> good chunk of video memory.
>
> basically, we have a fixed budget for textures (even though we don't
> know what that budget is yet!) and we pay the price for empty pixels
> just the same as we do for pixels that are used.
>
> So, just like we want to keep aware of how many verts we are using
> (btw this is an UBER awesome low poly model that looks really good -
> my hat is off to you on that), we also want to make sure that we don't
> leave too much blank space on textures, that textures aren't higher
> resolution than needed to "look good", and that if possible, we re-use
> textures for multiple objects.
>
> If we re-use textures we only have to pay the memory price for the
> texture once so it's a nice way to stay within our budget.
>
> But seriously - creativity comes first, and we can optimize later as
> we need it, I just wanted to let people know about these 2 things for
> goin forward, this sign looks really good!
>
> On Wed, May 27, 2009 at 11:56 PM, katie cook <ktmcook@xxxxxxxxx> wrote:
> > Hey Guys,
> >
> > I only had a bit of time tonight, but I whipped up a sign for the fortune
> > teller. Just to get started and to get a feel for how things would go.
> >
> > I have attached it here.
> >
> > Take a look and let me know what you think, and if it would be usable and
> > appropriate with Eric's established style, etc. Feedback is welcome.
> >
> > I didn't do a mesh optimization seeing as that it is literally 2 really
> > basic boxes.
> > I can if need be.
> >
> > I figured I would start with this real quick to see what kind of
> direction
> > will be necessary.
> > I have the tent about half way modeled...I am working on the style of it,
> > etc.
> >
> > Did a little looking around of images/themes on fortune telling props
> like
> > coins, signage, cards, etc. so I got some ideas to work with, but I am
> > hoping to see some of Eric's concepts to make sure to follow style.
> >
> > Thanks Guys,
> >
> > Hope you had a good night! =]
> >
> > Katie
> >
> > --- On Wed, 5/27/09, eric drewes <figarus@xxxxxxxxx> wrote:
> >
> > From: eric drewes <figarus@xxxxxxxxx>
> > Subject: [project1dev] Re: milestone 2 info
> > To: project1dev@xxxxxxxxxxxxx
> > Date: Wednesday, May 27, 2009, 7:02 AM
> >
> > hey katie, once you get the outside tent done and the table, lets get
> > together and partner up on the interior, so we can arrange the
> composition
> > of where we want the props, etc.
> >
> > this is going to be awesome looking :) the fortune teller tent definitely
> > has a lot of room to show off our style for the game.
> >
> >
> >
> > On Wed, May 27, 2009 at 9:28 AM, katie cook <ktmcook@xxxxxxxxx> wrote:
> >>
> >> Hey Guys,
> >>
> >> So I got the green light from Eric, so here are the items I am calling
> >> dibs on:
> >>
> >> 1. Circus Tent for fortune teller
> >> 2. Table and Chairs
> >> 3. Chinese Lanterns
> >>
> >> I am excited about some other stuff too, like the skulls, garlic cloves,
> >> and other misc props for inside the tent.
> >> But I will start with these 3 for now and see how quickly I get them
> done.
> >> Then if anyone hasn't claimed them yet, I can fill in on what is needed.
> >>
> >> Okay, thanks guys. =)
> >>
> >> Katie
> >>
> >> --- On Sat, 5/23/09, eric drewes <figarus@xxxxxxxxx> wrote:
> >>
> >> From: eric drewes <figarus@xxxxxxxxx>
> >> Subject: [project1dev] milestone 2 info
> >> To: project1dev@xxxxxxxxxxxxx
> >> Date: Saturday, May 23, 2009, 8:41 PM
> >>
> >> Milestone 2:
> >>
> >> Ok, this will basically start with a glowing puff ball that descends
> from
> >> the sky and lands on a brick walkway that is floating in the void.  The
> puff
> >> ball is the player.  you control the puffball moving forward until you
> run
> >> into a strange man who says, "where do you think YOU'RE going? You dont
> even
> >> have a body yet! you dont even know who or what you are, do you?" And he
> >> asks a couple of simple questions like gender and hair color, then the
> >> puffball takes that form.  Then the strange man refers you to the "3
> >> tests".
> >>
> >> The theme of this area is like an old styled carnival/circus that is
> just
> >> being set up, only a couple of areas have actually been set up.
> >>
> >> a note on the strange man:  this information is not ever explicitely
> >> revealed to the player but it will  be hinted at throughout the game.
> >> basically the man is a mad sorcerer who ascended to the higher plane of
> >> existence and destroyed the ancient gods, something that happened *very*
> >> recently.  with the death of the ancient gods came the end of their
> world
> >> and thus the empty void - a void that the strange man is filling with
> his
> >> own surreal vision.  After the chapters are completed and there is the
> >> "climax" of the game, it will be revealed that you were "re-experiencing
> >> your life" and that your character is, in fact, dead.  The strange man
> will
> >> basically tell you that he's decided to return you to the mortal plane
> >> (havent worked the details out yet) and that is when free-mode is
> unlocked.
> >> Also, after every chapter, his carnival "afterlife" will be a little bit
> >> more set up, with minigames for the dead, an arena, etc.  This area will
> be
> >> our golden saucer!  Obviously some details are left out, but I was just
> >> letting you know what was in store for the future of this section.  One
> >> thing important about this guy is that he is mysterious but also he can
> >> break the 4th wall and talk directly to the player out of character.  He
> is
> >> sort of a post-modern nihilist merlin :)
> >>
> >>
> >> Detailed Description of Scene:
> >>
> >> The fuzz ball will float down from the a long distance through the void.
> >> we will have to add something for the void to make it obvious the object
> is
> >> falling, some kind of star particles or something.
> >>
> >> it lands on a path defined in the beginning with broken bricks floating
> in
> >> space but as it gets close to the main area, the bricks are more
> consistent
> >> to make a path and there is ground around the bricks, this leads to a
> small
> >> stars (4-5 steps) up between a wall with carnival esque posters "COMING
> >> SOON" - past the wall is a cleared off dirt area with the strange man
> >> standing in the middle.
> >>
> >> Dialogue ensues between the player and the strange man which defines the
> >> character.  he then directs you to the west over a plank bridge to a
> small
> >> island floating in the void.  In the middle of the island is a medeival
> >> style tent with a sign denoting it as a fortune teller.
> >>
> >> Entering the tent will bring you to a new map - the new map will be just
> >> the room of the fortune teller inside the tent.  there will be
> bookshelves
> >> and props such as skulls, charms, etc.  I picture it as a mixture of a
> >> voodoo fortune teller and the corny kind of carnival fortune tellers
> you'd
> >> see at a faire.  there will be a table with a crystal ball, and perhaps
> a
> >> box of tarot cards.  Sitting at the table facing the player will be the
> >> future teller, a skinny armed person in a cloak with a hood, wearing
> >> bracelets.
> >>
> >> The player will be asked questions by the fortune teller, this will help
> >> define stats, faction reps and perks.
> >>
> >> once you finish, you leave.  if you go back, you will get the dialogue
> >> option to ask the fortune teller if she really believes in this stuff,
> she
> >> responds no, laughs madly and poofs.
> >>
> >> after this you return to the strange man who unlocks a gate and tells
> you
> >> to take the second test "the journey"
> >>
> >>
> >> The Journey
> >> ---
> >> I originally planned on this being the house of mirrors where you'd set
> up
> >> the looks of your character but i still like the theme.  Instead its
> going
> >> to be a mayan-esque temple maze with traps and treasures.  I picture it
> to
> >> be like a combination of the indiana jones temple in the 3rd movie, w/
> >> abstract puzzles. These puzzles will affect stats and also award perks
> and
> >> skills/
> >>
> >> This map will be coming soon...
> >>
> >> The Beast
> >> ---
> >> at the end of the temple will be a door that leads to a beast, but
> before
> >> you do the strange man asks what skills you might need and gives you an
> >> appropriate weapon.  you fight the monster, win.  the exit leads back to
> >> where you met the strange man to begin with.  he says, well, looks like
> >> you're ready! he grabs you and boots you through a door which leads to
> >> Chapter 1
> >>
> >> ---
> >>
> >> WHAT IS NEEDED:
> >>
> >> Other than concept art which is coming asap (i need to run to staples to
> >> use the scanner) here is what is needed for now -
> >>
> >> Map:
> >>
> >> the map needs to be built for the brick path, leading to a wall with a
> gap
> >> in the middle with stairs that go up to the next stage.  Behind where
> the
> >> strange man will be, needs to be a high wall - this area will be
> expanded
> >> further in future milestones.  to the west will be a small plank bridge
> >> leading to an island floating in the void.  in the center will be a
> tent.
> >> to the east will be a gate, with a short twisting path heading up a hill
> to
> >> a temple.
> >>
> >> Art:
> >>
> >> i will probably tackle the character models but everything else is up
> for
> >> grabs.  please send a msg to the group so we know what you're working on
> >>
> >> floating broken bricks for the void, animated to spin, etc.
> >> a brick path
> >> a wall
> >> stairs
> >> dirt clearing
> >> carnival-esque posters with bizarre slogans (See DEAD GODS!, freakshow
> >> type stuff, etc)
> >> a high fence to block the view of what is under construction behind the
> >> strange man.
> >> plank for the bridge
> >> circus tent for the fortune teller
> >> sign for fortune teller
> >> gate for the temple path with more wall (maybe reuse first wall)
> >> props for the fortune teller room - crystal ball, bookshelf, deck of
> >> cards, maybe a hanging thing of garlic cloves, skulls, table, chairs,
> coins,
> >> chinese lanterns
> >> fortune teller with animated arm movement
> >> strange man
> >> signs for the path up to the temple
> >> textures for aztec/mayan style temple
> >> changeable player art for the model/hair.
> >>
> >> we'll have more once the temple is ready to be built...
> >>
> >> Code:
> >>
> >> alan has this down.
> >> --------------------------------------
> >>
> >>
> >>
> >> sneak preview of chapter 1:
> >>
> >> Chapter 1: The Chosen One
> >>
> >> opens with an epic poem about a prophecy fortelling a great hero who
> will
> >> defeat evil once and for all.  the hero is to be the candle in the
> darkness,
> >> the last and only hope for order in the world.
> >>
> >> camera pans to a knight with a cloak walking through the forest.  we
> will
> >> make it 100% obvious he is the great hero (and he really is!).  a thief
> >> throws a net on him while another stabs him, they take his coin bag and
> drag
> >> his corpse to the bushes.  they then travel to a local tavern and sit
> down
> >> to have a beer.  the camera pans to the main character sitting at the
> bar
> >> near by.
> >
> >
> >
>
>

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