That being said, I like when you do the status checks Alan, it helps to get us all on the same page. When we're all in sync, things can flow a lot better. I think the actual work to get things done isn't as difficult as knowing how and where to work. On Sun, Jun 14, 2009 at 2:56 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > Yeah I agree, things aren't bad at all. > > Im of the mindset that any progress (even if it's a tiny tiny bit) as long > as it's consistant will get us there. > > And FYI this status check/update wasnt to push anyone at all, we are > doing better than ok, it was just to make sure we were all aimed in the > right direction as we head there which we are deffinately aimed in a good > direction now (: > > And when you first start up a game, there's a ton of overhead in the > beginning to make the bulk of the engine, get a library of re-useable art, > get the major design stuff worked out, and get the basic scripts (like the > pathing and fleeing behaviors kent made) made up. > > So, it's slow going right now. Alot of effort for not that much progress. > but it will deffinately speed up and get easier before we know it (: > On Sun, Jun 14, 2009 at 2:49 PM, <figarus@xxxxxxxxx> wrote: >> >> Well I think the only issue has been time more than anything, katie, >> csherman and I have specific things to work on but haven't had the time we >> wish we had :P basically the last couple weeks have had me inundated at work >> and either away in seattle or babysitting 3 kids (ugh...) on the weekend, >> chris asdf was in AZ, etc... So those are uncommon things that don't >> normally happen that have held things back a bit. Still I think we're in >> good shape and progressing... Things will definitely be smoother :) but they >> aren't bad >> Sent via BlackBerry from T-Mobile >> >> -----Original Message----- >> From: Chris Riccobono <crysalim@xxxxxxxxx> >> >> Date: Sun, 14 Jun 2009 14:34:14 >> To: <project1dev@xxxxxxxxxxxxx> >> Subject: [project1dev] Re: milestone 2 status >> >> >> I personally look forward to us having that kind of sync going on. My >> current view is this: >> >> Alan + Kent code/script stuff like they're reading each others minds, >> Katie and Sherman come outta nowhere with badass art when they know >> what to make, and Eric + Nick get down with awesome design when we >> have a clear vision of what needs planned >> >> On Sun, Jun 14, 2009 at 2:29 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: >> > I think things are more finely controlled right now because we as a team >> > are >> > still figuring out work flow, and also this is a highly visible part of >> > the >> > game. >> > >> > As time goes on and we all are on the same page about how things should >> > look >> > and pitfalls to avoid, there will be less fine detail needed and it will >> > be >> > more like "build an ice palace" instead of laying out each room >> > individually >> > before we start building. >> > >> > I think though there will always be some specific areas (ie boss fight >> > chambers and other things that are critical to the game and have a >> > specific >> > way they should look and feel) that will have the finer detailed design. >> > >> > That's my guess but we won't know til we are there hehe >> > >> > On Sun, Jun 14, 2009 at 2:24 PM, Chris Riccobono <crysalim@xxxxxxxxx> >> > wrote: >> >> >> >> Good job Eric :D >> >> >> >> Yeah, I'm down with that. I anticipate calling on Wurmz again for >> >> skybox textures, he was thrilled to do those and is great at them. >> >> That sound good? >> >> >> >> Also one more q on the map you built: do you mean you made a new >> >> blueprint saying where you want the currently made models to go? That >> >> would be perfect. Don't feel like you need to do that every time >> >> though - I would be more than happy to just lay down things off the >> >> top of my head (that's how the first part got done) and you just give >> >> input on where you want stuff to go. >> >> >> >> Maybe when you get home we can talk in real time about what you would >> >> like done with the new models? I just went over them in Milkshape, >> >> these are actually very good looking! >> >> >> >> On Sun, Jun 14, 2009 at 2:13 PM, <figarus@xxxxxxxxx> wrote: >> >> > Chris- there was that blocky map I made to give the general gist of >> >> > where things go with the models but I also have a map I built w/ the >> >> > props >> >> > (but didn't make correctly... Itd be a good way to get an idea of >> >> > placement >> >> > tho, ill send that when I get home) that should be everything you >> >> > need for >> >> > that. >> >> > >> >> > Alan- sounds good, re: hammering em out in line... >> >> > >> >> > Let's do it this way (puts on producer hat) - chris asdf can build >> >> > the >> >> > void map based on the above and he/kent can get the cool features >> >> > like the >> >> > spacy skybox and the floating puffballs in, while that is in progress >> >> > ill >> >> > build the oldman model and write the dialogue... Meanwhile in katie's >> >> > lair >> >> > deep in the carribean she can continue doing models for the tent so >> >> > once we >> >> > get the void built we can hit the tent running. >> >> > >> >> > Other things: nick and I will hammer out the things we need for the >> >> > facets and temple stuff (where nick already pretty much has >> >> > everything we >> >> > need there) while I am at work and can't do models. Chris and >> >> > elizabeth >> >> > (the cyborg) can finalize the design on the temple beast... >> >> > >> >> > Am I missing anyone? :) >> >> > >> >> > Sent via BlackBerry from T-Mobile >> >> > >> >> > -----Original Message----- >> >> > From: Chris Riccobono <crysalim@xxxxxxxxx> >> >> > >> >> > Date: Sun, 14 Jun 2009 14:01:54 >> >> > To: <project1dev@xxxxxxxxxxxxx> >> >> > Subject: [project1dev] Re: milestone 2 status >> >> > >> >> > >> >> > Yeah, I kind of am. I was going to ask you, should I just put the >> >> > chair in a mini map that connects from the tent? >> >> > >> >> > Eric, where are those brick models intended to go? I can lay those >> >> > down if you give me a good idea of where :) >> >> > >> >> > On Sun, Jun 14, 2009 at 1:43 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >> >> > wrote: >> >> >> Heya Guys, >> >> >> >> >> >> I just want to make sure we are all on the same page about milestone >> >> >> 2. >> >> >> Do I have this right? >> >> >> >> >> >> #1 - Chris R is building the maps for milestone 2. Are you out of >> >> >> stuff to >> >> >> build right now? >> >> >> #2 - Eric and Katie are makin props right now for the map. Hey Eric >> >> >> do >> >> >> you >> >> >> have a list of props/other art that are going to be made? >> >> >> #3 - Kent are you out of stuff to script? >> >> >> #4 - on me currently I have bugs to fix and I want to make the >> >> >> editor >> >> >> more >> >> >> functional but i think we have all the features we need. Is that >> >> >> right? >> >> >> >> >> >> Hey also are these the map sections we'll need for this milestone? >> >> >> >> >> >> * The void part where the floating souls and the tent are >> >> >> * inside of the tent >> >> >> * a temple area with traps >> >> >> * a room where you fight the temple beast >> >> > >> >> > >> >> >> > >> > >> > >