[project1dev] Re: quick note on design stuff

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 1 May 2009 01:30:37 +0000

Hey alan I googled "sword of virtue" and my post to freelists with the story 
came up :)
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Date: Thu, 30 Apr 2009 18:03:52 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: quick note on design stuff


freelists.org also keeps the full database of messages, the link to the
archive is on the games website (http://project1.demofox.org) and i think
it's searchable too.

On Thu, Apr 30, 2009 at 5:58 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> Yeah it helps a lot, but if I really like something and want to look
> at it later I drag it out to a txt file (wiki will be great for this!)
>
> On Thu, Apr 30, 2009 at 5:19 PM,  <figarus@xxxxxxxxx> wrote:
> > Well everything I send is saved in gmail, that is more of what I depend
> on than anything
> > Sent via BlackBerry from T-Mobile
> >
> > -----Original Message-----
> > From: Chris Riccobono <crysalim@xxxxxxxxx>
> >
> > Date: Thu, 30 Apr 2009 17:16:30
> > To: <project1dev@xxxxxxxxxxxxx>
> > Subject: [project1dev] Re: quick note on design stuff
> >
> >
> > The only thing I would recommend is that you keep all of your design
> > ideas in documents backed up on your comp - just in case you want to
> > review things later.  It is tough to backtrack through the mail list.
> > Don't worry about posting too many ideas, like Alan said, it is better
> > to have too many than too little.
> >
> > Once the wiki is up, you could probably do something along the lines
> > of posting a WIP page, what things you're currently working on, what's
> > in store for the future, etc.  You could also organize the design docs
> > better with a main page linked to smaller articles based on ideas and
> > area.
> >
> > I personally archive every idea I make in notes on my own comp so I
> > can look at them later and decide if I still like them.  It's a good
> > way to test - if I still like the idea later, I know it's a keeper to
> > me and I'll flesh it out more when the time comes.  I used to do this
> > with areas, trying to brainstorm paths and layouts first so that when
> > it came to building time, I could just focus on that without worrying
> > about other stuff.
> >
> > On Thu, Apr 30, 2009 at 6:44 AM, eric drewes <figarus@xxxxxxxxx> wrote:
> >> i sort of spam the list with all the random thoughts i have for the
> future
> >> design of systems for three reasons
> >>
> >> 1) i can get your guy's views and perspectives on it, like if something
> >> seems dumb or awesome we can know to accentuate it or whatnot, or if you
> >> guys have ideas i didnt think of we can add that in to the mix
> >>
> >> 2) its hard to keep it all in my head so if i write it down here, we can
> go
> >> through the notes when we get to the nitty gritty of the systems so we
> can
> >> reference this stuff
> >>
> >> 3) i figure out of all the ideas we have for this game, a lot will be
> cut in
> >> the name of fun and continuity, but its a good idea to have them down
> >> because you never know what will inspire things for this game and future
> >> games :)
> >>
> >> basically what i am saying is, nothing is set in stone and all of it is
> open
> >> forum and if ideas seem dumb or whatever we can definitely look into
> either
> >> fixing them or eliminating them... i know this pretty much goes unstated
> but
> >> i feel like i put a ton of content out there and some of it is just what
> >> happened to pop in my head and hasnt really gone through a ton of
> >> development
> >>
> >
> >
>
>

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