Author Topic: Milestone #1: Demo  (Read 4509 times)

Offline winkio

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Milestone #1: Demo
« on: March 24, 2011, 08:01:35 PM »
Time to start working towards our first milestone:

Demo
30-60 minutes of gameplay
Cutscenes and battles
Basic systems (day-night, titanium, world map, etc.)

Note that the demo does not have to start at the beginning of the game and can skip around to different areas as we see fit.

Offline AliveDrive

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Re: Milestone #1: Demo
« Reply #1 on: March 24, 2011, 09:18:11 PM »
I can help out with cutscenes. Which part of the story were you thinking should be in the demo?

I think shortly after Will has been kidnapped would be a pretty high-energy part of the game that would be exciting to play. Plus it's not so late in the game that every concept has to be explained in depth.
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Offline WhiteRose

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Re: Milestone #1: Demo
« Reply #2 on: April 01, 2011, 08:38:33 PM »
I think we should come to a decision on exactly which parts of the game we are going to put into the demo, so that we can prioritize them as we work and have the first demo out as soon as possible.

Offline winkio

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Re: Milestone #1: Demo
« Reply #3 on: April 01, 2011, 09:00:31 PM »
Well there needs to be some amount of backstory, so I'd say the intro cutscenes would do well.
In terms of battles, I'd say we use some titanium, so we could just include 1 normal zone and 1 corruption zone (looks like grassland has the most progress).

Besides that, it would be nice to have the title screen, save menu, and game menus all scripted.

Offline AliveDrive

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Re: Milestone #1: Demo
« Reply #4 on: April 01, 2011, 09:44:52 PM »
Some follow up to another post in another thread:

As for scripting the title, would it even be possible to have animated clouds and shooting stars?
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Offline winkio

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Re: Milestone #1: Demo
« Reply #5 on: April 01, 2011, 09:46:04 PM »
yeah, that could be cool.  We really need Shalaren in here for his input and the psd/gimp files.

Offline WhiteRose

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Re: Milestone #1: Demo
« Reply #6 on: April 01, 2011, 09:48:47 PM »
As for scripting the title, would it even be possible to have animated clouds and shooting stars?

It's possible, and probably not even that difficult. If you'll take a look at some of the title sequences and screens that Blizzard has created for some of his projects, you can see a few examples of different possibilities.

Offline AliveDrive

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Re: Milestone #1: Demo
« Reply #7 on: April 01, 2011, 10:15:20 PM »
Hasn't been in since the 17th. We can work on other areas until he gets back. Has anyone seen the newest grassland zone? It contains the Gameover Menu Script. You can talk to the man in the apple farm house to get killed xD

Also, how many maps should the grassland need, I'd be down for 20 outdoor maps, depending on how soon we want the demo released.
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Offline winkio

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Re: Milestone #1: Demo
« Reply #8 on: April 01, 2011, 10:17:58 PM »
I don't think we need a certain number of maps, just give it a good amount of variety without it being tedious.

Offline AliveDrive

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Re: Milestone #1: Demo
« Reply #9 on: April 01, 2011, 11:12:11 PM »
I typically give myself higher expectations so when I procrastinate and fall short, stuff still gets done xD
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Offline winkio

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Re: Milestone #1: Demo
« Reply #10 on: April 01, 2011, 11:15:14 PM »
Whatever works for you.  But starting with this demo, everything that we put into the game must be up to our standard of quality.  That means that I am not accepting unfinished, glitched, or messy work from anyone, myself included.

Offline AliveDrive

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Re: Milestone #1: Demo
« Reply #11 on: April 01, 2011, 11:18:31 PM »
I understand. I am extremely meticulous about bugs. If I find one, all other progress is halted until I find a solution. Like the walk on water, or event bugs (fixed now).

However, I hope that we will find my quality to be acceptable, as I really do try to make the best maps I can.
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Re: Milestone #1: Demo
« Reply #12 on: April 01, 2011, 11:22:32 PM »
*looks up meticulous*
The best way to deal with this problem is a simple to-do list. Whenever you know that a bug doesn't have to be fixed right away or it would take too long or you don't feel like fixing it right away, you put it in the list. Then at one point you go through the list and fix them one by one. I usually do that with both bugs and features. Basically a to-do list. I suggest you do the same, it will make things easier for you and everybody else.
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Offline winkio

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Re: Milestone #1: Demo
« Reply #13 on: April 01, 2011, 11:39:56 PM »
Right, that's one way of doing it, but it's not how I like doing things.  I look at building a game like I'm building a house - I don't want to have to go back and replace bad materials or joints that have been made incorrectly.  I want everything made right the first time.

Offline The Niche

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Re: Milestone #1: Demo
« Reply #14 on: April 02, 2011, 12:32:54 AM »
What sprites need to be done?
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Offline winkio

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Re: Milestone #1: Demo
« Reply #15 on: April 02, 2011, 03:54:17 AM »
William's is the only one that's necessary, although the entire party would be nice.

Also, some priests/monks and cultists would be good.

Offline The Niche

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Re: Milestone #1: Demo
« Reply #16 on: April 02, 2011, 10:03:40 AM »
All right, I'll have a bash at the monks and cultists.
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Offline winkio

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Re: Milestone #1: Demo
« Reply #17 on: April 08, 2011, 07:22:53 PM »
I would like to set a deadline for this milestone to be complete.  I'm thinking that by the third week of June, we should have the demo finished, and then we could use the last week of June to polish it up and make a release.  Does everyone think that they can do what needs to be done to make this happen?

Offline The Niche

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Re: Milestone #1: Demo
« Reply #18 on: April 08, 2011, 07:40:55 PM »
Ay ay captain.
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Offline AliveDrive

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Re: Milestone #1: Demo
« Reply #19 on: April 08, 2011, 10:43:03 PM »
Yes*


*http://forum.chaos-project.com/index.php/topic,9249.new.html#new

Luckily, the grassland is more or less finito. :D
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