[project1dev] Re: milestone 2 info

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 30 May 2009 12:57:39 -0700

btw as a possible long term solution to this (i know we don't have health
yet or anything)

Josh is workin on his var storage system (where all the character data will
be stored along with all the rest of the persistant game data) and that will
give scripts access (read and write) to player health if you guys wanted the
traps to injure the player :P

On Sat, May 30, 2009 at 12:50 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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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