Post by Marcus Langley on Oct 31, 2011 12:32:35 GMT -5
A very small one. I think this covers all of the recent, important meetings now that we have a general direction set and started.
[Sun 23] [21:01:40] <Kario> Talon, would you be available/willing to run this meeting?
[Sun 23] [21:02:13] <Joseph_W> Well, he's in a game currently. Let me check.
[Sun 23] [21:03:14] <Joseph_W> Currently unavaliable.
[Sun 23] [21:04:08] <Kario> Okay. I can probably handle proceedings, then, but I'm going to give it another five minutes or so, since we're still missing a few.
[Sun 23] [21:09:51] <Kario> Tod, Tommy, when are you each needing to head out?
[Sun 23] [21:10:08] <Tod> I'm around for the afternoon, today. Nothing that needs to be done.
[Sun 23] [21:14:24] <Kario> Okay. If neither of you have any objections, I'm going to hold off on the capital discussion and art things until later, since Soren mentioned wanting to contribute some work and he's not here yet.
[Sun 23] [21:15:09] <Austin_J> That works for me, I'm actually in the middle of creating a pair of capital sketches
[Sun 23] [21:16:01] <TommyChong> muh
[Sun 23] [21:16:26] <Tod> okay. I have my sketches ready for whenever you guys want to see 'em.
[Sun 23] [21:16:43] <TommyChong> wonderful, I woke up because I have a hunch someone messaged me.
[Sun 23] [21:18:36] <TommyChong> I'm around for the rest of the day I suppose
[Sun 23] [21:19:02] <Kario> Okay. Is mate around?
[Sun 23] [21:24:07] <Kario> I'm not hearing a yes, which makes this difficult.
[Sun 23] [21:25:50] <Kario> Okay. Well, I'm going to open up the floor for trade discussion anyway. When more coding people show up and catch up, they are going to be responsible for saying what is and isn't feasible out of what's been discussed.
[Sun 23] [21:26:11] <Kario> What sort of economy do we want to see in our game?
[Sun 23] [21:29:28] <Austin_J> Is this a question of how player-driven the economy should be?
[Sun 23] [21:30:21] <Kario> It's a general "say what you want to see" question, since we're missing a lot of people at this point.
[Sun 23] [21:30:45] <Kario> So I'd rather just get ideas out on the table for now and get to decision-making again when we're missing fewer people.
[Sun 23] [21:32:13] <Mahm> I'd say that it'd be an idea for most of the economy to be variable, based to some extent on what's bought and sold, with factories and consumers, but that there should be islands that specialise in certain goods, possibly high-end, possibly not.
[Sun 23] [21:32:27] <Kario> Okay, that helps. BL, you're in charge of putting the kibosh on any economy ideas that aren't feasible to code.
[Sun 23] [21:32:39] <Burrito_Loco> Joy
[Sun 23] [21:33:46] * Talon nods.
[Sun 23] [21:34:06] <Kario> I think ideally we want both static and variable markets, but for the latter to have larger relative payouts.
[Sun 23] [21:36:46] <Kario> The question is how we do so. This right now is the time for the wild ideas.
[Sun 23] [21:37:18] <Kario> Whatever's impossible to code or impossible to balance gets shot down, and we work out something with what's left.
[Sun 23] [21:38:05] <Tod> I liked what we were talking about several meetings ago with different ranks/types of stuff within different categories of goods, so there'd be your staple grains and whatnot and then... idk, classy donuts.
[Sun 23] [21:38:42] <Mahm> Well, in SR 2.3 or thereabouts, we had the sudden Lux drops. The fun bit about that was dropping everything and diving over there, but then the map went back to straight red/green for a while.
[Sun 23] [21:38:59] <Kario> Okay, I'm going to come right out now and say that while I like that idea as well, the biggest issue I can see with it is how we make the UI not-confusing if we do.
[Sun 23] [21:39:17] <Tod> I also liked the idea of goods that need to be trasported quickly because they were perrishable, and so they're worth more money if you can deliver them on time.
[Sun 23] [21:40:00] <Mahm> My thought in this game is that you strip out the Luxes as tradables, but every now and again, an announcement pops up that a cache of [Insert Supervaluable Good Here] has been found on X, going first come first served to whoever can carry it and sell it to A, B or C.
[Sun 23] [21:40:08] <Tod> the UI could be a wheel with the categories on it, and then each point on the wheel pulls out to a little line with icons for the different goods within that category the player has access to.
[Sun 23] [21:42:58] <Kario> Hm. The UI question sounds like something we'd have to beta-test to see if players found it workable or not.
[Sun 23] [21:43:21] <Kario> (I do like the idea of rare super-valuables, but there are several possible options for implementation.)
[Sun 23] [21:44:01] <Tod> it'd be cool because then maybe people could also be generalists and deal in all sorts of stuff, or specialize in a specific category and get better/quicker access to higher quality stuff.
[Sun 23] [21:46:25] <Kario> That's bringing up questions about player advancement, which is another big topic we'll have to get to at some point.
[Sun 23] [21:47:07] <Tod> yeah, I don't have any idea about what goes into the programming and whatnot.
[Sun 23] [21:47:30] <Kario> Let's focus on supervaluables for a bit, since lots of people seemed to like both the random lux drops and random infrareds in Skyrates.
[Sun 23] [21:47:32] <Tod> I just think it would be fun to have a bunch of choices about what to buy and sell.
[Sun 23] [21:48:19] <Tod> I don't think I was playing Skyrates long enough to really figure out luxury goods. Never managed to make a good sell on 'em.
[Sun 23] [21:51:47] <Kario> What do people think of the idea of contraband goods that would be confiscated by authorities of a given faction, but legal in the other two?
[Sun 23] [21:52:33] <Mahm> How would they be confiscated? Percentage chance on landing on a particular isle?
[Sun 23] [21:52:46] <Austin_J> I think that would depend heavily on how the territory system works, and if there's ways to mitigate the chances of the confiscation.
[Sun 23] [21:53:40] <Burrito_Loco> Goods that fundamentally behave differently (eg perishable and non-perishable) might be a bit squirrely though probably doable, otherwise it's just a matter of choosing when/where/how they're populated and dumping 'em in the DB
[Sun 23] [21:53:40] <Mahm> Diplomats...
[Sun 23] [21:53:55] <Kario> I'm not too picky about details, but I think it might add a wrinkle to both flight planning and the idea of territory control.
[Sun 23] [21:54:06] <Tod> that'd be cool
[Sun 23] [21:58:37] <Kario> Also just to satisfy my curiosity, I'm assuming quality decay over time is easily implementable if we do perishable goods.
[Sun 23] [22:01:51] <TommyChong> Different goods attract different special combats. Crates of silver attracts Harriers, fish attracts Cat o nine tails, no one will touch you if youre hauling a quark bomb etc. Contraband goods attracts police.
[Sun 23] [22:02:09] <Burrito_Loco> It means a lot of new state
[Sun 23] [22:02:15] <Kario> Like, say, what if all goods had a decay rate where every T units of time, the Q quality decreased to a lower percentage, and all goods had a sale value of Q times P base price.
[Sun 23] [22:02:31] <Kario> And maybe some goods just have a decay rate of zero.
[Sun 23] [22:02:54] <Burrito_Loco> 'Cause we need to track how long they've had a good not just that they have it
[Sun 23] [22:03:32] <Kario> Oh, yeah, I can see where that would be tricky.
[Sun 23] [22:03:58] <Burrito_Loco> Shouldn't be too bad, I suppose, we'd only want to calculate value on request though, but that's neither here nor there, really and might not be an issue. And if people start doing split holds it could get confusing for them I wager.
[Sun 23] [22:07:19] <Kario> Next question for the general audience.
[Sun 23] [22:07:32] <Kario> Do we like the idea of goods that are not buyable/sellable at all ports?
[Sun 23] [22:09:32] <Austin_J> I kind of like the idea of goods that are not buyable in certain places, just because it's not produced there. Not sellable... harder for me to get my head around. But that might be just me.
[Sun 23] [22:09:43] <TommyChong> indifferent
[Sun 23] [22:10:35] <Tod> it'd make more sense to me if some goods were illegal to sell in some places, so there, they sell like contraband.
[Sun 23] [22:10:55] <Mahm> Same as Tommy
[Sun 23] [22:11:14] <Tod> unless it's just a matter of overabundance on that island, like such-and-such place has enough pineapples already.
[Sun 23] [22:12:01] <Tod> but maybe there could be something like red islands only allow perishable/food from other red islands out of contamination concerns, or other sorts of setups
[Sun 23] [22:13:48] * SaphIsNotHere is now known as Sapheta
[Sun 23] [22:20:06] <Kario> That sounds complex. Personally I like complex.
[Sun 23] [22:21:42] <Austin_J> I'll admit that I lean more towards simplicity. I'll admit that we probably can afford to be more complex than Skyrates, but I don't think a casual game like what we're trying to build can afford an EVE-like learning curve.
[Sun 23] [22:22:44] <TommyChong> more complex = longer to implement. longer to implement = risk running out of morale
[Sun 23] [22:23:10] <Burrito_Loco> Complexity is often better in theory than practice
[Sun 23] [22:23:45] <Kario> I will easily concede all of that.
[Sun 23] [22:37:21] <Kario> Okay. I guess we might as well get feedback on the art at this point. Anyone who shows up later can comment, and there's always the e-mail option as well.
[Sun 23] [22:37:49] <Austin_J> Which I'll have to do for my concepts, as neither are done yet.
[Sun 23] [22:39:31] <Tod> www.thestorydragon.com/adventure/capital1.jpg www.thestorydragon.com/adventure/capital2.jpg www.thestorydragon.com/adventure/capital3.jpg
[Sun 23] [22:42:01] <TommyChong> cool
[Sun 23] [22:45:10] <TommyChong> img.photobucket.com/albums/v327/Paradogs/Fauxrates/dump4.jpg img.photobucket.com/albums/v327/Paradogs/Fauxrates/dump5.jpg img.photobucket.com/albums/v327/Paradogs/Spire_dump3sketch.jpg img.photobucket.com/albums/v327/Paradogs/Spire_dump2sketch.jpg
[Sun 23] [22:45:47] <TommyChong> some incomplete. <.<
[Sun 23] [22:47:33] <Tod> rock on
[Sun 23] [22:49:36] <Mahm> Prettiness
[Sun 23] [22:50:48] <TommyChong> on the walled city, I think mine lose out on depressing-ness
[Sun 23] [22:51:01] <TommyChong> shouldn't have taken away the barbed wires.
[Sun 23] [22:51:06] <TommyChong> <.<
[Sun 23] [22:51:28] <Kario> Haha. I'm not sure it necessarily needs to be *depressing.* But it shouldn't be... friendly.
[Sun 23] [22:51:37] <Mahm> If I had a comment, it would be that there isn't much of a stylistic differentiation between the capitals, particularly between the building styles of 2 and 3. The way they're laid out is clearly different, but the buildings themselves have the same tiled-roof box style.
[Sun 23] [22:52:38] <Burrito_Loco> Those were, in order, green, blue, red, yes Tod?
[Sun 23] [22:53:00] <Austin_J> I need to finish my concept art (working on it right now) because I've got some very differentiated designs.
[Sun 23] [22:53:20] <Tod> yeah. Green, blue, red
[Sun 23] [22:53:50] <Tod> and yeah. I didn't really get into much detail work on #2, and I dislike it.
[Sun 23] [22:54:25] <Tod> I've never drawn that style of building, before, and kinda defaulted to little boxes to give a general impression.
[Sun 23] [22:54:41] * Mahm nods.
[Sun 23] [22:55:08] <Mahm> I like the Futurocity monorail and tower in 1, though.
[Sun 23] [22:55:20] <Tod> 1 is my favorite and I want to go visit :B
[Sun 23] [22:55:40] <Tod> thank you :)
[Sun 23] [23:03:02] <Kario> I like the terraces in dump5, too.
[Sun 23] [23:05:22] <TommyChong> :x
[Sun 23] [23:08:41] <Kario> The double-spiral island has some really interesting architectural possibilities.
[Sun 23] [23:09:19] <TommyChong> tunnels
[Sun 23] [23:13:44] <Kario> I'd like to put that one on the back burner to work with later. I think it's creative.
[Sun 23] [23:14:13] <TommyChong> alright...
[Sun 23] [23:19:37] <matejcik> so, no meeting today after all?
[Sun 23] [23:19:43] <Kario> Sorry I don't have much more to offer, but we're missing enough major players that I don't want to make any hard-and-fast decisions yet.
[Sun 23] [23:21:13] <Kario> (There's sort of been a meeting, but it's mostly been a brainstorming session since we're missing a lot of folks.)
[Sun 23] [23:21:23] <matejcik> oh, okay
[Sun 23] [23:21:28] * matejcik heads over to retrieve his logs
[Sun 23] [23:23:16] <Burrito_Loco> Hola
[Sun 23] [23:23:54] <matejcik> hey BL
[Sun 23] [23:24:04] <matejcik> didja get anything done re that flight system thing?
[Sun 23] [23:46:48] <Austin_J> Right, I'm going out to eat with my folks
[Sun 23] [23:47:10] <Tod> btw, I don't know what new art projects will be, but this week I do have some deadlines I need to chew through in order to make sure rent gets paid, so either a two week deadline, or a smaller project would help.
[Sun 23] [23:47:23] <Tod> oh, right, and also Halloween.
[Sun 23] [23:47:27] <Burrito_Loco> Heh, pay your rent, man
[Sun 23] [23:48:06] <Tod> I'm aiming to wrap up a card game project I've been working on, and also finishing a huge batch of icons.
[Sun 23] [23:48:22] <Tod> and some pictures... @_@
[Sun 23] [23:48:37] <Burrito_Loco> Do the stuff you get paid for first
[Sun 23] [23:48:44] * Tod nodnods
[Sun 23] [23:56:37] <Burrito_Loco> Then, if you've got time flesh your stuff out, come up with concepts you like :p
[Sun 23] [23:57:04] <Kario> I don't think we have any art projects for this week.
[Sun 23] [23:57:19] <TommyChong> sigh
[Sun 23] [23:57:21] <Kario> It'll mostly be getting feedback on what's already been drawn, and then we'll try to get some more finalized works in two weeks.
[Sun 23] [23:57:38] <TommyChong> I'll finish up what I started
[Sun 23] [23:58:13] <Kario> Yeah, I think that seems like the best way to go about and do things. Hopefully next week we'll have better attendance, too. XP
[Sun 23] [23:58:51] <Burrito_Loco> I'd say week after might be our best bet. With some luck I'm moving next weekend.
[Sun 23] [23:58:54] <Burrito_Loco> No furniture though
[Sun 23] [23:59:17] <Tod> If I have time, I'll definitely focus on redoing #2 to see if I can get it more distinctive.
[Sun 23] [23:59:55] <Tod> and if the next meeting is in two weeks, I'll definitely have time for that.
Session Time: Mon Oct 24 00:00:01 2011
[Mon 24] [00:01:05] <Burrito_Loco> given that Halloween is a week from tomorrow
[Mon 24] [00:01:14] <Kario> We'll look to get the next major meeting in two weeks, then.
[Mon 24] [00:02:00] <Kario> Next week I'd like to revisit trade to see if there are any other ideas people want to bring to the table, but it's just going to be another brainstorming session like today to keep us all in contact.
[Mon 24] [00:04:51] * Tod nods
[Mon 24] [00:11:02] <TommyChong> Need to go
[Mon 24] [00:11:13] <TommyChong> see you next meeting.
[Mon 24] [00:11:24] <Kario> Okay.
[Sun 23] [21:01:40] <Kario> Talon, would you be available/willing to run this meeting?
[Sun 23] [21:02:13] <Joseph_W> Well, he's in a game currently. Let me check.
[Sun 23] [21:03:14] <Joseph_W> Currently unavaliable.
[Sun 23] [21:04:08] <Kario> Okay. I can probably handle proceedings, then, but I'm going to give it another five minutes or so, since we're still missing a few.
[Sun 23] [21:09:51] <Kario> Tod, Tommy, when are you each needing to head out?
[Sun 23] [21:10:08] <Tod> I'm around for the afternoon, today. Nothing that needs to be done.
[Sun 23] [21:14:24] <Kario> Okay. If neither of you have any objections, I'm going to hold off on the capital discussion and art things until later, since Soren mentioned wanting to contribute some work and he's not here yet.
[Sun 23] [21:15:09] <Austin_J> That works for me, I'm actually in the middle of creating a pair of capital sketches
[Sun 23] [21:16:01] <TommyChong> muh
[Sun 23] [21:16:26] <Tod> okay. I have my sketches ready for whenever you guys want to see 'em.
[Sun 23] [21:16:43] <TommyChong> wonderful, I woke up because I have a hunch someone messaged me.
[Sun 23] [21:18:36] <TommyChong> I'm around for the rest of the day I suppose
[Sun 23] [21:19:02] <Kario> Okay. Is mate around?
[Sun 23] [21:24:07] <Kario> I'm not hearing a yes, which makes this difficult.
[Sun 23] [21:25:50] <Kario> Okay. Well, I'm going to open up the floor for trade discussion anyway. When more coding people show up and catch up, they are going to be responsible for saying what is and isn't feasible out of what's been discussed.
[Sun 23] [21:26:11] <Kario> What sort of economy do we want to see in our game?
[Sun 23] [21:29:28] <Austin_J> Is this a question of how player-driven the economy should be?
[Sun 23] [21:30:21] <Kario> It's a general "say what you want to see" question, since we're missing a lot of people at this point.
[Sun 23] [21:30:45] <Kario> So I'd rather just get ideas out on the table for now and get to decision-making again when we're missing fewer people.
[Sun 23] [21:32:13] <Mahm> I'd say that it'd be an idea for most of the economy to be variable, based to some extent on what's bought and sold, with factories and consumers, but that there should be islands that specialise in certain goods, possibly high-end, possibly not.
[Sun 23] [21:32:27] <Kario> Okay, that helps. BL, you're in charge of putting the kibosh on any economy ideas that aren't feasible to code.
[Sun 23] [21:32:39] <Burrito_Loco> Joy
[Sun 23] [21:33:46] * Talon nods.
[Sun 23] [21:34:06] <Kario> I think ideally we want both static and variable markets, but for the latter to have larger relative payouts.
[Sun 23] [21:36:46] <Kario> The question is how we do so. This right now is the time for the wild ideas.
[Sun 23] [21:37:18] <Kario> Whatever's impossible to code or impossible to balance gets shot down, and we work out something with what's left.
[Sun 23] [21:38:05] <Tod> I liked what we were talking about several meetings ago with different ranks/types of stuff within different categories of goods, so there'd be your staple grains and whatnot and then... idk, classy donuts.
[Sun 23] [21:38:42] <Mahm> Well, in SR 2.3 or thereabouts, we had the sudden Lux drops. The fun bit about that was dropping everything and diving over there, but then the map went back to straight red/green for a while.
[Sun 23] [21:38:59] <Kario> Okay, I'm going to come right out now and say that while I like that idea as well, the biggest issue I can see with it is how we make the UI not-confusing if we do.
[Sun 23] [21:39:17] <Tod> I also liked the idea of goods that need to be trasported quickly because they were perrishable, and so they're worth more money if you can deliver them on time.
[Sun 23] [21:40:00] <Mahm> My thought in this game is that you strip out the Luxes as tradables, but every now and again, an announcement pops up that a cache of [Insert Supervaluable Good Here] has been found on X, going first come first served to whoever can carry it and sell it to A, B or C.
[Sun 23] [21:40:08] <Tod> the UI could be a wheel with the categories on it, and then each point on the wheel pulls out to a little line with icons for the different goods within that category the player has access to.
[Sun 23] [21:42:58] <Kario> Hm. The UI question sounds like something we'd have to beta-test to see if players found it workable or not.
[Sun 23] [21:43:21] <Kario> (I do like the idea of rare super-valuables, but there are several possible options for implementation.)
[Sun 23] [21:44:01] <Tod> it'd be cool because then maybe people could also be generalists and deal in all sorts of stuff, or specialize in a specific category and get better/quicker access to higher quality stuff.
[Sun 23] [21:46:25] <Kario> That's bringing up questions about player advancement, which is another big topic we'll have to get to at some point.
[Sun 23] [21:47:07] <Tod> yeah, I don't have any idea about what goes into the programming and whatnot.
[Sun 23] [21:47:30] <Kario> Let's focus on supervaluables for a bit, since lots of people seemed to like both the random lux drops and random infrareds in Skyrates.
[Sun 23] [21:47:32] <Tod> I just think it would be fun to have a bunch of choices about what to buy and sell.
[Sun 23] [21:48:19] <Tod> I don't think I was playing Skyrates long enough to really figure out luxury goods. Never managed to make a good sell on 'em.
[Sun 23] [21:51:47] <Kario> What do people think of the idea of contraband goods that would be confiscated by authorities of a given faction, but legal in the other two?
[Sun 23] [21:52:33] <Mahm> How would they be confiscated? Percentage chance on landing on a particular isle?
[Sun 23] [21:52:46] <Austin_J> I think that would depend heavily on how the territory system works, and if there's ways to mitigate the chances of the confiscation.
[Sun 23] [21:53:40] <Burrito_Loco> Goods that fundamentally behave differently (eg perishable and non-perishable) might be a bit squirrely though probably doable, otherwise it's just a matter of choosing when/where/how they're populated and dumping 'em in the DB
[Sun 23] [21:53:40] <Mahm> Diplomats...
[Sun 23] [21:53:55] <Kario> I'm not too picky about details, but I think it might add a wrinkle to both flight planning and the idea of territory control.
[Sun 23] [21:54:06] <Tod> that'd be cool
[Sun 23] [21:58:37] <Kario> Also just to satisfy my curiosity, I'm assuming quality decay over time is easily implementable if we do perishable goods.
[Sun 23] [22:01:51] <TommyChong> Different goods attract different special combats. Crates of silver attracts Harriers, fish attracts Cat o nine tails, no one will touch you if youre hauling a quark bomb etc. Contraband goods attracts police.
[Sun 23] [22:02:09] <Burrito_Loco> It means a lot of new state
[Sun 23] [22:02:15] <Kario> Like, say, what if all goods had a decay rate where every T units of time, the Q quality decreased to a lower percentage, and all goods had a sale value of Q times P base price.
[Sun 23] [22:02:31] <Kario> And maybe some goods just have a decay rate of zero.
[Sun 23] [22:02:54] <Burrito_Loco> 'Cause we need to track how long they've had a good not just that they have it
[Sun 23] [22:03:32] <Kario> Oh, yeah, I can see where that would be tricky.
[Sun 23] [22:03:58] <Burrito_Loco> Shouldn't be too bad, I suppose, we'd only want to calculate value on request though, but that's neither here nor there, really and might not be an issue. And if people start doing split holds it could get confusing for them I wager.
[Sun 23] [22:07:19] <Kario> Next question for the general audience.
[Sun 23] [22:07:32] <Kario> Do we like the idea of goods that are not buyable/sellable at all ports?
[Sun 23] [22:09:32] <Austin_J> I kind of like the idea of goods that are not buyable in certain places, just because it's not produced there. Not sellable... harder for me to get my head around. But that might be just me.
[Sun 23] [22:09:43] <TommyChong> indifferent
[Sun 23] [22:10:35] <Tod> it'd make more sense to me if some goods were illegal to sell in some places, so there, they sell like contraband.
[Sun 23] [22:10:55] <Mahm> Same as Tommy
[Sun 23] [22:11:14] <Tod> unless it's just a matter of overabundance on that island, like such-and-such place has enough pineapples already.
[Sun 23] [22:12:01] <Tod> but maybe there could be something like red islands only allow perishable/food from other red islands out of contamination concerns, or other sorts of setups
[Sun 23] [22:13:48] * SaphIsNotHere is now known as Sapheta
[Sun 23] [22:20:06] <Kario> That sounds complex. Personally I like complex.
[Sun 23] [22:21:42] <Austin_J> I'll admit that I lean more towards simplicity. I'll admit that we probably can afford to be more complex than Skyrates, but I don't think a casual game like what we're trying to build can afford an EVE-like learning curve.
[Sun 23] [22:22:44] <TommyChong> more complex = longer to implement. longer to implement = risk running out of morale
[Sun 23] [22:23:10] <Burrito_Loco> Complexity is often better in theory than practice
[Sun 23] [22:23:45] <Kario> I will easily concede all of that.
[Sun 23] [22:37:21] <Kario> Okay. I guess we might as well get feedback on the art at this point. Anyone who shows up later can comment, and there's always the e-mail option as well.
[Sun 23] [22:37:49] <Austin_J> Which I'll have to do for my concepts, as neither are done yet.
[Sun 23] [22:39:31] <Tod> www.thestorydragon.com/adventure/capital1.jpg www.thestorydragon.com/adventure/capital2.jpg www.thestorydragon.com/adventure/capital3.jpg
[Sun 23] [22:42:01] <TommyChong> cool
[Sun 23] [22:45:10] <TommyChong> img.photobucket.com/albums/v327/Paradogs/Fauxrates/dump4.jpg img.photobucket.com/albums/v327/Paradogs/Fauxrates/dump5.jpg img.photobucket.com/albums/v327/Paradogs/Spire_dump3sketch.jpg img.photobucket.com/albums/v327/Paradogs/Spire_dump2sketch.jpg
[Sun 23] [22:45:47] <TommyChong> some incomplete. <.<
[Sun 23] [22:47:33] <Tod> rock on
[Sun 23] [22:49:36] <Mahm> Prettiness
[Sun 23] [22:50:48] <TommyChong> on the walled city, I think mine lose out on depressing-ness
[Sun 23] [22:51:01] <TommyChong> shouldn't have taken away the barbed wires.
[Sun 23] [22:51:06] <TommyChong> <.<
[Sun 23] [22:51:28] <Kario> Haha. I'm not sure it necessarily needs to be *depressing.* But it shouldn't be... friendly.
[Sun 23] [22:51:37] <Mahm> If I had a comment, it would be that there isn't much of a stylistic differentiation between the capitals, particularly between the building styles of 2 and 3. The way they're laid out is clearly different, but the buildings themselves have the same tiled-roof box style.
[Sun 23] [22:52:38] <Burrito_Loco> Those were, in order, green, blue, red, yes Tod?
[Sun 23] [22:53:00] <Austin_J> I need to finish my concept art (working on it right now) because I've got some very differentiated designs.
[Sun 23] [22:53:20] <Tod> yeah. Green, blue, red
[Sun 23] [22:53:50] <Tod> and yeah. I didn't really get into much detail work on #2, and I dislike it.
[Sun 23] [22:54:25] <Tod> I've never drawn that style of building, before, and kinda defaulted to little boxes to give a general impression.
[Sun 23] [22:54:41] * Mahm nods.
[Sun 23] [22:55:08] <Mahm> I like the Futurocity monorail and tower in 1, though.
[Sun 23] [22:55:20] <Tod> 1 is my favorite and I want to go visit :B
[Sun 23] [22:55:40] <Tod> thank you :)
[Sun 23] [23:03:02] <Kario> I like the terraces in dump5, too.
[Sun 23] [23:05:22] <TommyChong> :x
[Sun 23] [23:08:41] <Kario> The double-spiral island has some really interesting architectural possibilities.
[Sun 23] [23:09:19] <TommyChong> tunnels
[Sun 23] [23:13:44] <Kario> I'd like to put that one on the back burner to work with later. I think it's creative.
[Sun 23] [23:14:13] <TommyChong> alright...
[Sun 23] [23:19:37] <matejcik> so, no meeting today after all?
[Sun 23] [23:19:43] <Kario> Sorry I don't have much more to offer, but we're missing enough major players that I don't want to make any hard-and-fast decisions yet.
[Sun 23] [23:21:13] <Kario> (There's sort of been a meeting, but it's mostly been a brainstorming session since we're missing a lot of folks.)
[Sun 23] [23:21:23] <matejcik> oh, okay
[Sun 23] [23:21:28] * matejcik heads over to retrieve his logs
[Sun 23] [23:23:16] <Burrito_Loco> Hola
[Sun 23] [23:23:54] <matejcik> hey BL
[Sun 23] [23:24:04] <matejcik> didja get anything done re that flight system thing?
[Sun 23] [23:46:48] <Austin_J> Right, I'm going out to eat with my folks
[Sun 23] [23:47:10] <Tod> btw, I don't know what new art projects will be, but this week I do have some deadlines I need to chew through in order to make sure rent gets paid, so either a two week deadline, or a smaller project would help.
[Sun 23] [23:47:23] <Tod> oh, right, and also Halloween.
[Sun 23] [23:47:27] <Burrito_Loco> Heh, pay your rent, man
[Sun 23] [23:48:06] <Tod> I'm aiming to wrap up a card game project I've been working on, and also finishing a huge batch of icons.
[Sun 23] [23:48:22] <Tod> and some pictures... @_@
[Sun 23] [23:48:37] <Burrito_Loco> Do the stuff you get paid for first
[Sun 23] [23:48:44] * Tod nodnods
[Sun 23] [23:56:37] <Burrito_Loco> Then, if you've got time flesh your stuff out, come up with concepts you like :p
[Sun 23] [23:57:04] <Kario> I don't think we have any art projects for this week.
[Sun 23] [23:57:19] <TommyChong> sigh
[Sun 23] [23:57:21] <Kario> It'll mostly be getting feedback on what's already been drawn, and then we'll try to get some more finalized works in two weeks.
[Sun 23] [23:57:38] <TommyChong> I'll finish up what I started
[Sun 23] [23:58:13] <Kario> Yeah, I think that seems like the best way to go about and do things. Hopefully next week we'll have better attendance, too. XP
[Sun 23] [23:58:51] <Burrito_Loco> I'd say week after might be our best bet. With some luck I'm moving next weekend.
[Sun 23] [23:58:54] <Burrito_Loco> No furniture though
[Sun 23] [23:59:17] <Tod> If I have time, I'll definitely focus on redoing #2 to see if I can get it more distinctive.
[Sun 23] [23:59:55] <Tod> and if the next meeting is in two weeks, I'll definitely have time for that.
Session Time: Mon Oct 24 00:00:01 2011
[Mon 24] [00:01:05] <Burrito_Loco> given that Halloween is a week from tomorrow
[Mon 24] [00:01:14] <Kario> We'll look to get the next major meeting in two weeks, then.
[Mon 24] [00:02:00] <Kario> Next week I'd like to revisit trade to see if there are any other ideas people want to bring to the table, but it's just going to be another brainstorming session like today to keep us all in contact.
[Mon 24] [00:04:51] * Tod nods
[Mon 24] [00:11:02] <TommyChong> Need to go
[Mon 24] [00:11:13] <TommyChong> see you next meeting.
[Mon 24] [00:11:24] <Kario> Okay.