[project1dev] Re: milestone 2 info

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 10:10:04 -0700

Nothing to be sorry about it's all good (:

On Thu, May 28, 2009 at 10:06 AM, katie cook <ktmcook@xxxxxxxxx> wrote:
> Hey Alan,
> Thanks for those pointers. I totally had thought of those previously and
> then spaced when I exported.
> I setup the texture for the actual sign with the logic you pointed out, but
> then I must have had a mentally retarted moment when I did the one just for
> the stick.
> I had thought that putting the model in the center of world space would be a
> good idea. It's kinda awkward to figure out how milkshape translates the
> origin. I would figure it would probably put it in the same spot relative to
> the origin scene?
> Sorry about that. =) I will try and remember to do that next time. Thanks
> for your patience with me.
> -Katie
> --- On Thu, 5/28/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: milestone 2 info
> To: project1dev@xxxxxxxxxxxxx
> Date: Thursday, May 28, 2009, 12:23 AM
> 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
>>> ---
>>> 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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