[project1dev] Re: takin a stab at what's left

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 27 Sep 2009 10:11:35 -0700

Rad thanks Eric! (:

yeah the lighting will be part of the editor before too long.  I want to get
shaders working first because it'll change how lights work, but i want to
get the animation system upgraded more before going back to shaders.  Today
im going to try and do one last actionscript sample that has sound and a
loading screen, but then go back to working on the animation system.

very neat though, we have all our stuff laid out and organized, thats really
nice (:

On Sun, Sep 27, 2009 at 8:40 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> ANSWERS/COMMENTS IN BOLD
>
> ==============The Void==============
>
> -----art-----
> * art and animation for the old man (we have temp art to use) *alex has
> temp art for the strange man, real guy will be done using character creator
> *
> * wagon to go next to the tent (Katie is working on this so we are good
> there!) *katie has this*
> * the asteroid that the temple enterance is going to go on. *will post
> design for this and anyone from art team or myself will pick this up*
> * the temple enterance itself *ditto*
> * a bridge across from one asteroid to another? or are we going to use the
> wooden plank we have for the other bridge? *see above*
> * do we need any more decoration for this area or is it ok as is? *this is
> ok as is for now, we will revisit this at a later milestone *
> * hows the lighting, is it ok as is? *i say we do lighting on a second art
> pass (once we have our sea legs on another area we can come back and
> re-check this)*
>
> -----design-----
> * figure out whats going to happen after you float down and the old man
> talks to you.  Is it going to work as is?  *this will work basically as
> is... maybe have the old man summon you closer before starting his spiel*
> dialog for old man *dialog coming today*
> * connect the temple to the void map in script so you can go from one to
> the other *map maker/scripter task*
> * final pollish pass to iron out any rough places *once those things are
> in, we'll go over it*
>
> ==============Fortune Teller Tent==============
>
> -----art-----
> * do we need any more decoration for in the tent? *we have the props just
> have to place them, i will do it*
> * is the lighting ok as is? *we can revisit lighting (is lighting going to
> be in the map editor eventually?)*
>
> -----design-----
> * Fortune teller dialog needs to be figured out *I will write what happens
> here today/tonight*
> * while talking to the fortune teller is anything going to happen with the
> camera (for instance are we going to go first person?  We could afford to in
> the tent since it's a simple environment) *yeah we'll modify this - also i
> want there to be invisible walls on the 3 sides of the tent besides the
> entrance and only the entrance itself exits out.  i will take a screen shot
> of where the angle should be and then script can motion it like that, yeah?
> *
> * what are we going to do for the hacking the robot thing.  Maybe Kent
> could just try and make some kind of game that's appropriate?  Ie you walk
> behind the robot and press the "use" button and a 2d puzzle minigame pops up
> where if you solve it.. what happens? *hacking the robot will work by
> "using" a book on the bookshelf behind the fortune teller to learn the way
> it works then going to the wagon and "using the wagon" and playing a
> mini-game.  we pitched a few ideas for this, in my mind its a simple
> re-aranging of water pipes and gears... but kent is the master of this stuff
> so if he wants to come up witha  design here that is 100% cool and then he
> can request art team  assets and then art team can divvy it up.*
> * final pollish pass to iron out any rough places *we'll go through this
> once the above tasks are done.*
>
> ==============The Temple==============
>
> -----art-----
> * we need to replace the temp art walls / floors with better looking walls
> and floors. *anyone on art team can pick this up, whoever wants to do this
> let me know and i'll give direction here (you will have a lot of creative
> freedom though!)*
> * need some kind of background (other than the sky blue emptyness hehe.
> maybe just black would be ok) *i would like it to be black with some sort
> of texture like a skybox with a really dark swirly pattern*
> * figure out lighting after decoration *right*
>
> -----design-----
> * we need to hook the parts of the temple together (i think theres 3 parts
> right?  the maze, the basement, the main floor?) *nick has this i assume*
> * is the temple too big?  we can see about trimming it back if it is *its
> ok if its big if its chock full of awesome (: just dont want a lot of dead
> space to wander around for no reason - art can maybe fulfill this*
> * i think once we start decorating we'll be able to see more what needs to
> be done (like any modeling or animation... or like that "red" door in the
> maze, maybe when you get near it, it rumbles and sinks into the ground). *
> indeed*
> * final pollish etc :P *ditto ;)*
>
> ==============Boss Chamber (beast fight)==============
>
> -----art-----
> * room art (need design first obviously!) *once we see the art that chris
> sherman/elizabeth/katie have for the beast we can match the room to make the
> theme fit*
> * boss art (same) *see above*
>
> -----design-----
> * connect to the temple (or wherever it's connected to - is it connected
> from the void?) *this is part of nick's temple design*
> * boss monster *katie/chris/elizabeth have a design for this but i haven't
> really seen it *
>
>
> On Sun, Sep 27, 2009 at 11:15 AM, eric <figarus@xxxxxxxxx> wrote:
>
>> I guess they are questions for me to organize so we can tell who can
>> answer what
>> Sent via BlackBerry from T-Mobile
>>
>> -----Original Message-----
>> From: Chris Riccobono <crysalim@xxxxxxxxx>
>>
>> Date: Sun, 27 Sep 2009 06:30:40
>> To: <project1dev@xxxxxxxxxxxxx>
>> Subject: [project1dev] Re: takin a stab at what's left
>>
>>
>> Are these design questions for Eric or things the entire team is
>> giving input to?
>>
>> On Sat, Sep 26, 2009 at 1:24 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> > ok here it is broken up by type (some are a lil grey whether it's art or
>> > design).  after we get this on the wiki we'll be able to "call dibs" on
>> > tasks and have a way to mark em off when they are done and stuff.
>> >
>> > it should be a nice way to keep everyone in the loop about whats done,
>> what
>> > is left, what the goals are, etc (:
>> >
>> > ==============The Void==============
>> >
>> > -----art-----
>> > * art and animation for the old man (we have temp art to use)
>> > * wagon to go next to the tent (Katie is working on this so we are good
>> > there!)
>> > * the asteroid that the temple enterance is going to go on.
>> > * the temple enterance itself
>> > * a bridge across from one asteroid to another? or are we going to use
>> the
>> > wooden plank we have for the other bridge?
>> > * do we need any more decoration for this area or is it ok as is? (we
>> can
>> > always do more art passes later if we change our mind).  Decoration
>> could
>> > also include props floating in the distance of the void
>> > * hows the lighting, is it ok as is?
>> >
>> > -----design-----
>> > * figure out whats going to happen after you float down and the old man
>> > talks to you.  Is it going to work as is?
>> > dialog for old man
>> > * connect the temple to the void map in script so you can go from one to
>> the
>> > other
>> > * final pollish pass to iron out any rough places
>> >
>> > ==============Fortune Teller Tent==============
>> >
>> > -----art-----
>> > * do we need any more decoration for in the tent?
>> > * is the lighting ok as is?
>> >
>> > -----design-----
>> > * Fortune teller dialog needs to be figured out
>> > * while talking to the fortune teller is anything going to happen with
>> the
>> > camera (for instance are we going to go first person?  We could afford
>> to in
>> > the tent since it's a simple environment)
>> > * what are we going to do for the hacking the robot thing.  Maybe Kent
>> could
>> > just try and make some kind of game that's appropriate?  Ie you walk
>> behind
>> > the robot and press the "use" button and a 2d puzzle minigame pops up
>> where
>> > if you solve it.. what happens?
>> > * final pollish pass to iron out any rough places
>> >
>> > ==============The Temple==============
>> >
>> > -----art-----
>> > * we need to replace the temp art walls / floors with better looking
>> walls
>> > and floors.
>> > * need some kind of background (other than the sky blue emptyness hehe.
>> > maybe just black would be ok)
>> > * figure out lighting after decoration
>> >
>> > -----design-----
>> > * we need to hook the parts of the temple together (i think theres 3
>> parts
>> > right?  the maze, the basement, the main floor?)
>> > * is the temple too big?  we can see about trimming it back if it is
>> > * i think once we start decorating we'll be able to see more what needs
>> to
>> > be done (like any modeling or animation... or like that "red" door in
>> the
>> > maze, maybe when you get near it, it rumbles and sinks into the ground).
>> > * final pollish etc :P
>> >
>> > ==============Boss Chamber (beast fight)==============
>> >
>> > -----art-----
>> > * room art (need design first obviously!)
>> > * boss art (same)
>> >
>> > -----design-----
>> > * connect to the temple (or wherever it's connected to - is it connected
>> > from the void?)
>> > * boss monster
>> > * build room / design encounter
>> >
>> > ==============Other==============
>> > not needed for this milestone but still on our radar!
>> >
>> > #1 - more animation system upgrades, converting our game to using
>> shaders
>> > #2 - Getting sound and music support in (and sound and music itself in!)
>> > #3 - start working on the server side stuff for our minigames / website
>> > integration
>> > #4 - actionscript version of our minigames
>> >
>> >
>>
>>
>

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