Heya, I'll answer a few... about script help going on the wiki, check the docs/script help/ folder. open up "index.html" it has a full on help system for every function along with a working example. for controls - we want to make this game work on 360 too, if we use the mouse for stuff we'd have to make 360 control equivelants. I think it'd be better if we designed the game w/o the mouse being a requirement so it's easier to port to the 360 and everything should work just as well about the snowboardin game - talk is cheap, code is harder!! :P hehe my 2 cents on stuff (: On Thu, Jun 11, 2009 at 5:23 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: > I'm going to respond to everything that was before today in this > email. The next email will be just what was discussed today, and > probably a bit shorter. This email is gonna be long, just a warning! > > Eric - you fleshed out the temple area pretty well in a previous > email. Could you throw up your creative flow on the wiki when you do > things like that? Just so it's in a very accessible place for artists > and builders when they get to work. You could just put it on your > personal page if you don't want to organize, or you could have Kent or > I organize it after you put it up, whatever works. > > Alan - the snowboarding minigame copy that was mentioned a few days > ago might be a little easier to plan code wise if we treat it with > some kind of gravity and momentum function. In other words, if you > press forward, based on a scripted variable, you will keep moving > forward for an amount of time, at a certain velocity, as if you were > sliding on an ice floor. We could use this function for traps and > puzzles to keep the physics of the game fresh and interesting as > things go on - you know how people can get bored of walking the same > speed all the time? We could use this gravity function to make water, > or snow areas where you have to roll or trod across the floors. We > don't even need to do that snowboarding game specifically, but having > this kind of function script wise would be pretty neat to use in some > maps. > > Katie - your posters are so badass, but you knew that already. :P > > Kent - your trap work is getting me excited - I can't wait to play > with this stuff in the game. I know the fun level is going to > increase exponentially with these traps. My other request to you is > this, could you make a script help on the wiki? It would just explain > each function Alan has coded and what it's for. Pasting in the svn > update notes would be good enough, I could probably do this myself, > but I think you understand them better at the moment. I learned how > to make levels and do layouts based on your own code and script, and > you've grasped the most of what Alan has coded in by far, so this > would help me out a lot for the void map, and for anyone else that > might be doing this kind of stuff in the future. > > > General stuff - about controls, if we wanted to use the mouse, we > could make it so you just click and hold somewhere and the player > tries to move to that point, like Diablo 2. Since you can't use enter > to activate if we do that, it could possibly be left click, or the F > button. > > about character creation, whatever we decide on letting the player do, > we just have to explain it well so players don't feel like they messed > up creation later on. > >