Awesome Eric I was thinking the same perk thing. Will most trapped areas be straight hallways or will the rooms be shaped different? I guess what I really want is a general map of the temple. A layout. I don't believe I will be building the map itself but I will be populating it. Knowing the shape will help me determine the kind of traps that I will create and the placement of them. So hitting a trap will cause typically cause a reset. Is this set in stone? Although I don't have a better idea now, if I come up with one, is it open for discussion? On Sat, May 30, 2009 at 1:15 PM, <figarus@xxxxxxxxx> wrote: > Hey we can have a trapped path and if you through with minimal damage you'd > get like a "cat burglar" facet if you take a ton of damage but fight through > it you could get diligence facet... I would say getting hit sends you to the > begining of the trap or hall > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Kent Petersen > *Date*: Sat, 30 May 2009 13:08:04 -0700 > *To*: <project1dev@xxxxxxxxxxxxx> > > *Subject*: [project1dev] Re: milestone 2 info > 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. >>>> >>>> > >>>> >>>> > >>>> >>>> > >>>> >>>> >>>> >>> >>>> >> >>>> >> >>>> > >>>> > >>>> > >>>> >>>> >>>> >>> >> >