1 was supposed to be triggered. I guess I didnt explain that well On Thu, May 14, 2009 at 11:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > i like moving the boss or the trigger causing it myself but shrug :P > > > On Thu, May 14, 2009 at 10:59 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Ok, let's put this to vote. >> >> 1) bridge breaks when you come up to it. It breaks BEFORE you get there >> >> 2) bridge breaks when you kill the boss (the way it is now). The boss will >> be in a different position so you can see it. >> >> 3) something else? No extra camera work for this milestone >> >> >> On Thu, May 14, 2009 at 10:57 PM, Matthew Freeland < >> mattthefiend@xxxxxxxxx> wrote: >> >>> I kinda like the idea of the triggered break on the catwalk... we can >>> just make another miniquake when you get to that point that causes the >>> chains to break without any camera scripting or anything like that, it could >>> be cool. :D >>> >>> >>> On Thu, May 14, 2009 at 10:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> yeah that sounds like a good fix. >>>> >>>> the cave in stuff is still off screen but if everyone can live with >>>> that, thats ok (: >>>> >>>> We'll still need the camera stuff some day but shrug... >>>> >>>> >>>> On Thu, May 14, 2009 at 10:40 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> Ya know, easier than all of this would be to just move the boss back >>>>> farther or make him ambush you from a different direction. >>>>> >>>>> Did we decide on what we were doing? >>>>> >>>>> >>>>> On Thu, May 14, 2009 at 10:03 PM, Matthew Freeland < >>>>> mattthefiend@xxxxxxxxx> wrote: >>>>> >>>>>> The abyss of... 6 feet below you? :P Kinda anti-climactic if you ask >>>>>> me. Also I think there are few things in the world more annoying than >>>>>> quicktime events. God of war ruined it for me. hehe >>>>>> >>>>>> >>>>>> On Thu, May 14, 2009 at 9:37 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>>>> >>>>>>> I think the bridge should collapse after you step on it and you have >>>>>>> to press a button really quick to not fall into the abyss with it. :P >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Thu, May 14, 2009 at 11:36 PM, Alan Wolfe >>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> oh ok >>>>>>>> >>>>>>>> well hey, i personally am not against them, i just think in the >>>>>>>> middle of a level they would look weird. >>>>>>>> >>>>>>>> having them at pivotal points though or something would at least >>>>>>>> make them not stick out as not matching the rest of the game. >>>>>>>> >>>>>>>> i dont know how eric feels about them though so again i defer to him >>>>>>>> lol >>>>>>>> >>>>>>>> >>>>>>>> On Thu, May 14, 2009 at 9:27 PM, Matthew Freeland < >>>>>>>> mattthefiend@xxxxxxxxx> wrote: >>>>>>>> >>>>>>>>> ahhhhh that sounds nifty. :D I agree as well that pre-rendered >>>>>>>>> cinematics are a bad idea, was just floating the idea. >>>>>>>>> >>>>>>>>> >>>>>>>>> On Thu, May 14, 2009 at 9:17 PM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> letterboxing is what you see when you watch a widescreen movie on >>>>>>>>>> your tv and it doesnt cut off the edges. >>>>>>>>>> >>>>>>>>>> it's the black bars >>>>>>>>>> >>>>>>>>>> eric was suggesting we use them in our game as an indication that >>>>>>>>>> a cinematic is happening which is a pretty neat way to show the >>>>>>>>>> player >>>>>>>>>> what's going on IMO :P >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Thu, May 14, 2009 at 9:08 PM, Matthew Freeland < >>>>>>>>>> mattthefiend@xxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> Okay I have to ask... what is letterboxing? >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Thu, May 14, 2009 at 9:06 PM, Matthew Freeland < >>>>>>>>>>> mattthefiend@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>>> Well in games like half-life where the game never interrupts >>>>>>>>>>>> your input the way they handle it is key lighting and directional >>>>>>>>>>>> sound to >>>>>>>>>>>> make you look a direction. That's really smart and fairly easy to >>>>>>>>>>>> do with >>>>>>>>>>>> good QA... the problem with this particular case of the boss dying >>>>>>>>>>>> is that >>>>>>>>>>>> you have to rapidly reorient yourself after the battle and shift >>>>>>>>>>>> back into >>>>>>>>>>>> exploring mode. As the quake effect happens so quickly it's >>>>>>>>>>>> undoubtedly >>>>>>>>>>>> going to be missed 99% of the time so I think it's going to be >>>>>>>>>>>> requisite >>>>>>>>>>>> that the game pause for a sec after the battle and goes to either >>>>>>>>>>>> a scripted >>>>>>>>>>>> cinematic or even a pre-rendered event just so people get a feel >>>>>>>>>>>> for whats >>>>>>>>>>>> going on. >>>>>>>>>>>> >>>>>>>>>>>> My problem with the active sound/key lighting approach is that >>>>>>>>>>>> it CAN be good, but frequently when you have lots of colors and >>>>>>>>>>>> sounds >>>>>>>>>>>> floating around it's difficult to keep track of what is 'key' >>>>>>>>>>>> lighting. An >>>>>>>>>>>> example would be F.E.A.R., i don't know if many of you have >>>>>>>>>>>> seen/played it, >>>>>>>>>>>> but it does the whole ambient horror effects really well, but alot >>>>>>>>>>>> of times >>>>>>>>>>>> you get these annoying visions of ghosts or demons or whatever >>>>>>>>>>>> they are that >>>>>>>>>>>> try and scare the crap out of you. Sounds good in theory, but you >>>>>>>>>>>> walk into >>>>>>>>>>>> a room full of blood stains and weird noises and all the sudden >>>>>>>>>>>> loud >>>>>>>>>>>> scraping noise indicating one of the ghosts is popping up happens >>>>>>>>>>>> and while >>>>>>>>>>>> you're scrambling to try and find them and make sure ones not >>>>>>>>>>>> going to shank >>>>>>>>>>>> you when you're not looking you either fall off a cliff or end up >>>>>>>>>>>> missing >>>>>>>>>>>> them entirely because as it was being developed it was assumed you >>>>>>>>>>>> would be >>>>>>>>>>>> looking at THAT pool of blood on the left side of the room with >>>>>>>>>>>> the shiny >>>>>>>>>>>> light on it, instead of the one on the right side of the room with >>>>>>>>>>>> the 2 >>>>>>>>>>>> shiny lights on it. >>>>>>>>>>>> >>>>>>>>>>>> /end rant >>>>>>>>>>>> >>>>>>>>>>>> God I hated F.E.A.R.. >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Thu, May 14, 2009 at 8:57 PM, Alan Wolfe < >>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Yeah, we could definitely do things like that. >>>>>>>>>>>>> >>>>>>>>>>>>> I think the only thing stopping us from doing that right now is >>>>>>>>>>>>> the lack of the ability to ignore player input for a period of >>>>>>>>>>>>> time. >>>>>>>>>>>>> >>>>>>>>>>>>> We currently have the ability to offset the camera (its how we >>>>>>>>>>>>> shake the screen) so we could offset it along a specified path as >>>>>>>>>>>>> events >>>>>>>>>>>>> happened. >>>>>>>>>>>>> >>>>>>>>>>>>> If we were going to go this route wed eventually want a system >>>>>>>>>>>>> were you can specify points of interest as a point and a camera >>>>>>>>>>>>> looking >>>>>>>>>>>>> vector, and have splines interpolate between the points but if >>>>>>>>>>>>> you guys and >>>>>>>>>>>>> Eric wants to go this route we might have to hold off on advanced >>>>>>>>>>>>> features >>>>>>>>>>>>> for now (: >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> On Thu, May 14, 2009 at 8:54 PM, Matthew Freeland < >>>>>>>>>>>>> mattthefiend@xxxxxxxxx> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> Alternatively we can make it super cinematic and go to a >>>>>>>>>>>>>> flying third person camera that we can script like of like it >>>>>>>>>>>>>> were actually >>>>>>>>>>>>>> a scene in a movie. Think about it this way... The big scary >>>>>>>>>>>>>> cave monster at >>>>>>>>>>>>>> the end dies, after combat ends it goes to a quick cinematic >>>>>>>>>>>>>> that is just >>>>>>>>>>>>>> the camera moving on its own free-flying that pans and zooms out >>>>>>>>>>>>>> all >>>>>>>>>>>>>> hollywood-esque and shows the big scary monster falling to the >>>>>>>>>>>>>> ground >>>>>>>>>>>>>> briefly followed by lots of little rocks and debris falling down >>>>>>>>>>>>>> on its body >>>>>>>>>>>>>> followed by some big pieces of the catwalk above and the rocks >>>>>>>>>>>>>> that block >>>>>>>>>>>>>> your passage. Then the camera sweeps back into the position it >>>>>>>>>>>>>> was in prior >>>>>>>>>>>>>> to whipping the big scary cave monsters ass. Could be sweet. >>>>>>>>>>>>>> >>>>>>>>>>>>>> -Wurmz >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Thu, May 14, 2009 at 8:04 PM, Alan Wolfe < >>>>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> I think panning the camera would work better than zooming out >>>>>>>>>>>>>>> because if you zoom out, you have no clue if the event is on >>>>>>>>>>>>>>> screen or not. >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> If you move the camera, you know for sure what the player is >>>>>>>>>>>>>>> looking at >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Thu, May 14, 2009 at 7:58 PM, Kent Petersen < >>>>>>>>>>>>>>> kentkmp@xxxxxxxxx> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> I kinda like wurmz idea of taking control of the camera and >>>>>>>>>>>>>>>> making a cut scene. We could lock player control and fly the >>>>>>>>>>>>>>>> camera over. Or >>>>>>>>>>>>>>>> even simpler then that would be locking the camera and zooming >>>>>>>>>>>>>>>> out. Then >>>>>>>>>>>>>>>> zooming back in after the boss dies. >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Thu, May 14, 2009 at 6:41 PM, Alan Wolfe < >>>>>>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Wurmz i am in complete agreement. It's an issue that the >>>>>>>>>>>>>>>>> game does neat stuff like bridge collapsing and cave in rocks >>>>>>>>>>>>>>>>> blocking >>>>>>>>>>>>>>>>> tunnels and yet they mostly happen off screen! >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> From a code POV I'm up for coding just about anything but >>>>>>>>>>>>>>>>> if we come up with a cool feature that would take too long to >>>>>>>>>>>>>>>>> code, we can >>>>>>>>>>>>>>>>> always do a temp solution now and do the real solution in a >>>>>>>>>>>>>>>>> later milestone. >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> On Thu, May 14, 2009 at 6:19 PM, Matthew Freeland < >>>>>>>>>>>>>>>>> mattthefiend@xxxxxxxxx> wrote: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> Ahoy folks, got a mini technical question as to how we >>>>>>>>>>>>>>>>>> plan on directing peoples attention to particular details in >>>>>>>>>>>>>>>>>> their >>>>>>>>>>>>>>>>>> surroundings... >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> I bring this up because in light of the awesome script >>>>>>>>>>>>>>>>>> which Kent has been so wonderful to write... No one will >>>>>>>>>>>>>>>>>> really look up to >>>>>>>>>>>>>>>>>> see the platforms going squish. So how do we want to present >>>>>>>>>>>>>>>>>> it? Would it >>>>>>>>>>>>>>>>>> possible to make mini cutscenes where the engine takes over >>>>>>>>>>>>>>>>>> to force the >>>>>>>>>>>>>>>>>> camera where we want it to be? There are a few other >>>>>>>>>>>>>>>>>> alternatives I can >>>>>>>>>>>>>>>>>> think of as well, but in terms of the boss dying and then >>>>>>>>>>>>>>>>>> the little >>>>>>>>>>>>>>>>>> micro-quake occurring immediately after. Even if there is a >>>>>>>>>>>>>>>>>> small pause >>>>>>>>>>>>>>>>>> after combat ends before the earthquake appears there is >>>>>>>>>>>>>>>>>> still the ultimate >>>>>>>>>>>>>>>>>> problem that all 3d game development companies have had: >>>>>>>>>>>>>>>>>> making the player >>>>>>>>>>>>>>>>>> look UP. There are multitudinous other ways to doing so that >>>>>>>>>>>>>>>>>> don't involve >>>>>>>>>>>>>>>>>> taking over the players control of the camera which should >>>>>>>>>>>>>>>>>> also be >>>>>>>>>>>>>>>>>> addressed. If you've got an idea I recommend you make it as >>>>>>>>>>>>>>>>>> difficult as >>>>>>>>>>>>>>>>>> possible just to make those silly code monkeys work. :P >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> For consistant presentation of the game I think we should >>>>>>>>>>>>>>>>>> probably hash this out with some immediacy and might even be >>>>>>>>>>>>>>>>>> worthy of a >>>>>>>>>>>>>>>>>> milestone entry. Those are my thoughts. Feel free to leave >>>>>>>>>>>>>>>>>> some input! >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> -Wurmz >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >