[project1dev] Re: Dungeon decoration, feel, and design

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 31 Mar 2009 08:48:21 -0700

For enemies they'll be customizable, they'll be controlled through their own
script file (ie slime.lua to control a slime's behavior).

I'm working on the basics of that system right now.

For the artistic stuff not sure, maybe Chris would want to do that part, or
if not eric can, or maybe wurmz would wanna.  I'll let them speak up about
it though hehe (:

On Tue, Mar 31, 2009 at 8:40 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Couple questions about the artistic side of making a dungeon. First, I'm
> not a huge fan of decorating the dungeons to add that aesthetic feel. If I
> were to make a dungeon, like this first cave, could I get someone else to go
> over and all the little details? For example piles of bones, rocks, blood
> stains, gems, waterfalls. On that same thought, caves are typically wavy in
> shape, as opposed to straight with 90 degree turns. Should I make try to
> make wavy models for the caves or should I design it, build it straight, and
> go over it later for that extra feel. For example, I could lay out all of
> the room dimensions with straight ones. Then we reshape them later with the
> same overall dimensions to fit into the same space. We would just swap out
> the models. What about texturing to make it cave like? What about enemies?
> Will I request a type and then Alan will make one or will they be more
> customizable?
>

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