[project1dev] Re: milestone 2 info

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 29 May 2009 10:28:05 -0700 (PDT)

Yeah, that is a good idea Alan. I was kinda thinking that too after I posted. 
Good call.
That way we can get a feel for style, etc. without too much investment in 
concepts.
 
=)

--- On Fri, 5/29/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:


From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: milestone 2 info
To: project1dev@xxxxxxxxxxxxx
Date: Friday, May 29, 2009, 10:18 AM


Or maybe even some google image search results matching what he was
lookin for would be good enough eh?

I'm wonderin if that might be a good idea to save from people having
to do ton's of concept art in the future before modeling can be done
(:

On Fri, May 29, 2009 at 8:50 AM, katie cook <ktmcook@xxxxxxxxx> wrote:
> I still have some work to do to get the inside opened up and I need to add a
> door. I was gonna add some flags at the top with some fortune teller-ish
> graphics.
>
> Do you have any input? You mentioned it isn't exactly what you envisioned.
> Do you have some concept sketches or something to go from? I am just winging
> it here since I have virtually no art direction and don't possess telepathic
> or psychi abilities...=)
>
> Let me know. Even rough sketches is cool if your looking for something
> particular.
> I have no qualms building around your vision.
>
> Thanks Eric.
>
> Katie
>
> --- On Fri, 5/29/09, eric drewes <figarus@xxxxxxxxx> wrote:
>
> From: eric drewes <figarus@xxxxxxxxx>
> Subject: [project1dev] Re: milestone 2 info
> To: project1dev@xxxxxxxxxxxxx
> Date: Friday, May 29, 2009, 5:29 AM
>
> i like the top, very nice.  it isn't exactly what i envisioned as far as
> shape goes but thats almost the same looking texture i am using for the
> fortune teller's robes haha.   if you want to make the tent look "open" with
> just emptiness inside, that would probably work.  when you enter the tent it
> will take you to a different map so the size on the outside doesnt have to
> look like the size inside (she can live in a 5 1/2 minute hallway).
>
> On Fri, May 29, 2009 at 4:29 AM, katie cook <ktmcook@xxxxxxxxx> wrote:
>>
>> Hey Guys,
>>
>> I am still working on the tent. I want to add some geometry still for the
>> door way.
>> And I need to finish the side textures.
>>
>> I started on one texture, spend a while, then decided I didn't like it so
>> went with something else.
>>
>> Anyway, here are some screenshots for the mean time. Purple lines, are
>> just wireframe on shaded mode.
>>
>> Hope you like! =)
>>
>> Katie
>>
>> --- On Thu, 5/28/09, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>> From: eric drewes <figarus@xxxxxxxxx>
>> Subject: [project1dev] Re: milestone 2 info
>> To: project1dev@xxxxxxxxxxxxx
>> Date: Thursday, May 28, 2009, 4:40 AM
>>
>> make the  type white with a black stroke that is :) not the sign itself
>>
>> On Thu, May 28, 2009 at 7:37 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>> katie, i like the sign also but i would say you shoud decrease the size
>>> of the type a bit, make it white and then add a black stroke and it would be
>>> perfect.  good work :)
>>>
>>> On Thu, May 28, 2009 at 3:23 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>>
>>>> Hey I that looks really nice and you are right, this thing uses really
>>>> few verts
>>>>
>>>> Those are amazing looking textures
>>>>
>>>> Constructive (hopefully!) criticism:
>>>>
>>>> You might want to align your models with the origin (like put the
>>>> bottom of the sign post at the origin or something like that) because
>>>> it makes it easier to place in the world.
>>>>
>>>> IE if you place the sign at 10,10,5 in the world, but the sign model
>>>> is 5 units to the right of the origin, the "real" position of the sigh
>>>> is 15,10,5 which confuses things a little since it's in game position
>>>> is not it's true position.
>>>>
>>>> Not a biggie but just FYI :P
>>>>
>>>> Also, you want to minimize empty space on textures if you can.  You
>>>> re-used the texture really well on the sign.jpg, but the stick.jpg
>>>> uses a 512x512 for most of that being empty space.  If you cut that
>>>> down to 512x256 or x128 or were able to re-use some of the wood
>>>> texture from the first texture, or something like that, it saves a
>>>> good chunk of video memory.
>>>>
>>>> basically, we have a fixed budget for textures (even though we don't
>>>> know what that budget is yet!) and we pay the price for empty pixels
>>>> just the same as we do for pixels that are used.
>>>>
>>>> So, just like we want to keep aware of how many verts we are using
>>>> (btw this is an UBER awesome low poly model that looks really good -
>>>> my hat is off to you on that), we also want to make sure that we don't
>>>> leave too much blank space on textures, that textures aren't higher
>>>> resolution than needed to "look good", and that if possible, we re-use
>>>> textures for multiple objects.
>>>>
>>>> If we re-use textures we only have to pay the memory price for the
>>>> texture once so it's a nice way to stay within our budget.
>>>>
>>>> But seriously - creativity comes first, and we can optimize later as
>>>> we need it, I just wanted to let people know about these 2 things for
>>>> goin forward, this sign looks really good!
>>>>
>>>> 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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