[project1dev] Re: milestone 2 info

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 07:40:48 -0400

make the  type white with a black stroke that is :) not the sign itself

On Thu, May 28, 2009 at 7:37 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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.
>> >
>> >
>> >
>>
>>
>

Other related posts: