[project1dev] Re: milestone 2 info

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 16:14:09 -0700

 I have a questions about the temple then. What kind of traps will there be?
Will there be enemies to fight? What kind of puzzles did you have in mind?
Are they going to be pushing block puzzles or other standard in game tasks
like finding your way out the room or will it be more like a separate mini
game that pops up needs to be solved to progress?

You said the tent would have lots of traps, did you mean the temple or will
the tent also have traps?

I am going to be making the dialogue section of the game. Basically, I need
more details of how you would like this to work. Don't worry about it from a
technical stand point. I need to know stuff like what kind of questions the
old man and the fortune teller will ask. I would like to know how you would
like the choices to impact the player. For example when the player is
talking to the old man about what he looks like how will this affect the
player.

Is The Beast an empty chamber with only the boss in it?

That's it for now. I'll see what I can do about a gate and star field.

On Thu, May 28, 2009 at 4:04 PM, <figarus@xxxxxxxxx> wrote:

> Yes, 2nd milestone includes the journey and the beast, the tent will likely
> have lots of scripts for traps etc
> If you want to work on neat trap ideas and how they'd work script/player
> wise that would be awesome. Umm I can start writing dialogue for the
> characters/events for milestone 2 but I wasn't sure questions/answers were
> included in the code yet... Um hey I was thinking the other objects in the
> sky could be more puffballs flowing down like rain or meteorites but if you
> took a photograph, itd look like a star field. We need an opening/closing
> swing for a gate for the path to the journey. That is all I can think of,
> let me know what you think
>
> Sent via BlackBerry from T-Mobile
>
> ------------------------------
> *From*: Kent Petersen
> *Date*: Thu, 28 May 2009 15:55:34 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
>
> *Subject*: [project1dev] Re: milestone 2 info
> 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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