Are we going to have health and the ability to lose during The Journey? I thought it was just going to calculate your play style and give you perks and skills accordingly. I was thinking that it would not matter if you win or lose. If you lost you would just have a different set of skills On Sat, May 30, 2009 at 12:57 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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. >>> >>>> > >>> >>>> > >>> >>>> > >>> >>>> >>> >>> >>> >> >>> >> >>> > >>> > >>> > >>> >>> >>> >> >