[project1dev] Re: milestone 2 info

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 15:55:34 -0700

I've been reading through this milestone a few times and I need some
clarification. Is the 2nd milestone going to include The Journey and The
Beast?

On Thu, May 28, 2009 at 1:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Tiles are easier to make complex paths with (pro) but they tend to
> look like they tiled (con) hehe...
>
> Regarding the texture thing, you can do texture repeating on models,
> so if you have the model of a football stadium of grass you dont need
> a huge texture to texture the whole floor, the model itself can repeat
> the texture as many times as you want (:
>
> On Thu, May 28, 2009 at 1:10 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> wrote:
> > 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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