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 >> > >> > >> >> >