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