[project1dev] Re: milestone 2 info

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 13:10:06 -0700

If the brick path is short, one model would be fine - tiles are just
easier to make more complex paths with, and you can really have it
looking the same either way.  We might have to think about textures
tho, because one very large texture for a floor would use more
resources than repeating it over tiles (I think)

On Thu, May 28, 2009 at 11:23 AM, eric drewes <figarus@xxxxxxxxx> wrote:
> so basically whatever is easier/better looking for the situation is probably
> the way to go, keeping that tech stuff in mind (like the brick road is
> shortish so it shouldnt hurt to have it all one model)
>
> On Thu, May 28, 2009 at 2:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>> Even from a tech pov there's no right answer to that cause there's
>> pros and cons to each (:
>>
>> one model is quicker to do collision detection against, quicker to
>> cull as not visible from the scene, quicker to render cause it's less
>> instructions to the GPU, but are more likely to render things that are
>> off screen (wasteful) and are more likely to have to calculate shadows
>> for things that are off screen.
>>
>> multiple, smaller models take longer to do the initial collision
>> detection tests, but if they are high poly, it saves time during the
>> per poly collision tests since it can throw away more verts as knowing
>> it doesnt intersect sooner.  There will be less stuff drawn off screen
>> cause they are smaller models, and same thing for calculating shadow
>> geometry for shadows that go off screen.
>>
>> so shrug, they both have pros and cons for tech, no reason i can see
>> to go one way or the other as far as the code is concerned.
>>
>> On Thu, May 28, 2009 at 11:03 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>> > tiles vs one model... for stuff like the brick road, is there any need
>> > for
>> > it to be tiled? really its just one long stretch of area that goes
>> > straight,
>> > itd be less verts (although that is minor since its basically a
>> > primitive)
>> > that way but maybe there is a problem i am missing
>> >
>> > On Thu, May 28, 2009 at 1:28 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> > wrote:
>> >>
>> >> oh hey, whenever you are building the map, if you are like "yeah i
>> >> dunno how art's going to handle this part" or anything like that, you
>> >> can post a screenshot or check in the map or something and we can
>> >> check it out and figure it out (:
>> >>
>> >>
>> >> On Thu, May 28, 2009 at 10:13 AM, Chris Riccobono <crysalim@xxxxxxxxx>
>> >> wrote:
>> >> > To be more specific, they wouldn't be squares or rectangles
>> >> >
>> >> > On Thu, May 28, 2009 at 10:12 AM, Chris Riccobono
>> >> > <crysalim@xxxxxxxxx>
>> >> > wrote:
>> >> >> I was kind of thinking about how that would go.  Putting down the
>> >> >> tiles without them overlapping will require odd shaped floors though
>> >> >> right?
>> >> >>
>> >> >> On Thu, May 28, 2009 at 10:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> >> >> wrote:
>> >> >>> Hey Chris,
>> >> >>>
>> >> >>> Eric has the art tasks made up and handed out so everything in that
>> >> >>> realm is moving forward ok.
>> >> >>>
>> >> >>> Believe it or not, curved paths in games are just made up of a
>> >> >>> number
>> >> >>> of straight line segments, so it shouldn't be a problem there.
>> >> >>>
>> >> >>> On Thu, May 28, 2009 at 9:49 AM, Chris Riccobono
>> >> >>> <crysalim@xxxxxxxxx>
>> >> >>> wrote:
>> >> >>>> Also, the winding dirt path to the right is going to be the first
>> >> >>>> place we have in game that actually curves and doesn't use strict
>> >> >>>> 90
>> >> >>>> degree angles for pathing.  So this might require a lot of effort,
>> >> >>>> and
>> >> >>>> we can do that after everything else if need be.
>> >> >>>>
>> >> >>>> Eric, do you have any idea about the rest of the floors yet?
>> >> >>>>
>> >> >>>> On Thu, May 28, 2009 at 9:48 AM, Chris Riccobono
>> >> >>>> <crysalim@xxxxxxxxx>
>> >> >>>> wrote:
>> >> >>>>> This sign is hotness :)
>> >> >>>>>
>> >> >>>>> About what Alan said, putting models on the origin does help, but
>> >> >>>>> it's
>> >> >>>>> more important with walls and floors than individual things like
>> >> >>>>> this.
>> >> >>>>>  Since this sign isn't going to be repeated throughout the world
>> >> >>>>> it's
>> >> >>>>> not as big a deal for this one.  Am I right about that Alan?
>> >> >>>>>
>> >> >>>>> Speaking of floors, I need some done so that I can lay out the
>> >> >>>>> actual
>> >> >>>>> map this is going to go on.  Eric said he'd get that fleshed out,
>> >> >>>>> but
>> >> >>>>> so far all I know we're going to need is:
>> >> >>>>>
>> >> >>>>> - brick floor tiles for the first path
>> >> >>>>> - winding dirt floor tiles for the path to the right on the
>> >> >>>>> blueprint
>> >> >>>>>
>> >> >>>>> If you feel like taking those on (or maybe Sherman?) I'd be quite
>> >> >>>>> happy.
>> >> >>>>>
>> >> >>>>> I just don't want all these cool models sitting and doing nothing
>> >> >>>>> because there's no map to put them on ;)
>> >> >>>>>
>> >> >>>>> 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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