[project1dev] Re: milestone 2 info

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 30 May 2009 12:50:33 -0700

Eric - What will happen if the player triggers a trap but does not move out
of the way in time?

On Fri, May 29, 2009 at 10:36 AM, katie cook <ktmcook@xxxxxxxxx> wrote:

> I always try a do a bit of research before I get started too just so I am
> confident in what I personally am trying to accomplish instead of driving
> blind. Usually I will try looking at images/inpirational artwork, stock
> photos. This seems to help with out a whole lot of time invested.
>
> --- 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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
> wrote:
> >
> > From: eric drewes 
> > <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
> >
> > Subject: [project1dev] Re: milestone 2 info
> > To: 
> > project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
> wrote:
> >>
> >> From: eric drewes 
> >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
> >
> >> Subject: [project1dev] Re: milestone 2 info
> >> To: 
> >> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
> wrote:
> >>>> >
> >>>> > From: eric drewes 
> >>>> > <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
> >
> >>>> > Subject: [project1dev] Re: milestone 2 info
> >>>> > To: 
> >>>> > project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
> wrote:
> >>>> >>
> >>>> >> From: eric drewes 
> >>>> >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
> >
> >>>> >> Subject: [project1dev] milestone 2 info
> >>>> >> To: 
> >>>> >> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?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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