[project1dev] Re: milestone 2 info

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 16:46:03 -0700

Thanks Eric. That should be enough to get me started.

Alan - If I am reading this correctly the the new textbox function will have
multiple options and each option will call its own script if selected,
right? If so that sounds pretty good. If I somehow misunderstood let me
know.

On Thu, May 28, 2009 at 4:27 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> <3 you guys
>
> Hey Kent for the questions what do you think about a function like
> ui_textbox but you can pass it any number of options to choose from
> and a script function to call for each option that can be chosen.
>
> so if the player chooses option B it will call option B's script function.
>
> Josh is working on the thing that will let us store game wide
> variables in a global bin so you can store / retrieve / manipulate
> values based on answers to questions and store the results in that
> thing (:
>
> On Thu, May 28, 2009 at 4:23 PM,  <figarus@xxxxxxxxx> wrote:
> > Kent, dialogue/questions will work where basically an npc asks a question
> > and you can select from a list (with mouse or the up/down keys). There
> will
> > be branching dialogue so questions may have a a tree of options
> potentially.
> > Some answers will simply prompt a nod from the fortuneteller and another
> > question unrelated to the first. Like oldschool adventure games.
> >
> > Yes, sorry I meant temple not tent. The traps could be like spike traps
> > you'd have to move at a certain pace to avoid (like in contra) or darts
> when
> > you step on something. There could also be some push traps and maybe
> doors
> > you have to talk to and depending on your answer the door opens and leads
> to
> > a different part.
> >
> > The boss is in an empty chamber yes.
> >
> > I think that covers everything, lemme know if you need models for any of
> it
> > and which models you'll need.
> >
> > Sent via BlackBerry from T-Mobile
> >
> > ________________________________
> > From: Kent Petersen
> > Date: Thu, 28 May 2009 16:14:09 -0700
> > To: <project1dev@xxxxxxxxxxxxx>
> > Subject: [project1dev] Re: milestone 2 info
> >
> >  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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