[project1dev] Re: milestone 2 info

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 29 May 2009 10:30:47 -0700 (PDT)

No worries Eric, I just want to make sure you guys are happy and I helping 
instead of hindering what your vision is.
 
Thanks for all the feedback. I appreciate you letting me know whats' up. =)

--- On Fri, 5/29/09, figarus@xxxxxxxxx <figarus@xxxxxxxxx> wrote:


From: figarus@xxxxxxxxx <figarus@xxxxxxxxx>
Subject: [project1dev] Re: milestone 2 info
To: project1dev@xxxxxxxxxxxxx
Date: Friday, May 29, 2009, 10:26 AM


well basically i think giving her a google image would have produced worse 
results than what she came up with because i really like the style of tent she 
created. i was just saying it wasnt how i saw it originally, but that doesnt 
mean it doesn't fit or work - there will be a lot of things that we need to be 
specific and we'll have sketches for that but the tent is going in the right 
direction and im sorry for causing some confusion in that regard.

On May 29, 2009 1:18pm, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> 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
> 
> >>>> >> strang


      

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