[project1dev] Re: milestone 2 info

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 16:50:51 -0700

You got it right, that's what i meant (:

On Thu, May 28, 2009 at 4:46 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> 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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