[project1dev] Re: Items left for milestone

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 14:55:19 -0700

There's an S shaped wall peice to handle the place where there's a hole in
the wall.  Ill just drop one of those in there after the level editor is
workin

On Sun, May 3, 2009 at 11:30 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> A rock slide model would be great for the boss room.  I am just
> talking about a corner near the end of the cave where a model is
> missing a side though.  You can't even see it until you walk all the
> way to the end of the map right before the boss, but at the right
> angle it is very noticable and ugly... when I was walling that section
> of the cave I couldn't figure out a way to use the existing pieces to
> do that C section, so that was a compromise I left to fix later.
>
> On Sun, May 3, 2009 at 11:25 AM, Chris Sherman <cshermandesign@xxxxxxxxx>
> wrote:
> > What about like a rock slide prop. Easy to make and will look purposeful
> > Sent from my BlackBerry
> >
> > -----Original Message-----
> > From: Chris Riccobono <crysalim@xxxxxxxxx>
> >
> > Date: Sun, 3 May 2009 11:24:30
> > To: <project1dev@xxxxxxxxxxxxx>
> > Subject: [project1dev] Re: Items left for milestone
> >
> >
> > What should we do about that hole near the end of the cave Alan?  I am
> > 99% sure the existing pieces can't patch that up.  It would be super
> > easy to make a tiny plane to fit on the side of it though
> >
> >
> >
> > On Sun, May 3, 2009 at 10:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
> >> yeah but did you notice the ugly seam between the peices?
> >>
> >> like you can see that it's just a hollow 3d model.
> >>
> >> it's not a difficult thing, i'm just gonna make up a sloped wall after
> im
> >> done workin on the editor but we deff need a peice for that, it looks
> bad
> >> right now (:
> >>
> >> On Sun, May 3, 2009 at 10:29 AM, Nick Klotz <roracsenshi@xxxxxxxxx>
> wrote:
> >>>
> >>> Alan you said, " The only missing peice i can think of is walls for
> where
> >>> the ground slopes down."
> >>>
> >>> You don't really need a new kind of piece for that part of the wall. If
> >>> you just put a full piece where the slopes are then the rest would be
> under
> >>> ground and out of sight from the player, once the camera is 100% and
> all
> >>> that.  (:
> >>>
> >>> There are a lot of games that do stuff like that to save time. hehe
> >>>
> >>>
> >>>
> >>> On Sun, May 3, 2009 at 4:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
> >>>>
> >>>> Thanks for the thought (:
> >>>>
> >>>> It should be fine Chris, I had some ideas recently for making an
> editor
> >>>> without too much effort.
> >>>>
> >>>> On Sun, May 3, 2009 at 2:01 AM, Chris Riccobono <crysalim@xxxxxxxxx>
> >>>> wrote:
> >>>>>
> >>>>> Hell yeah Alan, I was just trying to take off some pressure of doing
> >>>>> the editor - but trust me that I think it's priority number 1 right
> >>>>> now. :)
> >>>>>
> >>>>> As soon as you grind that out we will be able to do a ton more, just
> >>>>> like you said.
> >>>>>
> >>>>> On Sun, May 3, 2009 at 1:39 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
> >>>>> > Chris we have all of the art peices that we need to finish walling
> up
> >>>>> > the
> >>>>> > cave pretty much.  The only missing peice i can think of is walls
> for
> >>>>> > where
> >>>>> > the ground slopes down.
> >>>>> >
> >>>>> > Also, what you are refering to as Wurmz' art is actually my art.
> He
> >>>>> > made
> >>>>> > new textures for it recently but the 3d models are still the models
> I
> >>>>> > made.
> >>>>> >
> >>>>> > There's no reason they have to be so low poly.  We may keep them
> that
> >>>>> > way
> >>>>> > for the cave just to get through this milestone and onto the next
> >>>>> > thing, but
> >>>>> > we aren't shooting for low poly, we aren't making a DS game :P
> >>>>> >
> >>>>> > Also, I already have a solution for the shadows thing, I just need
> to
> >>>>> > implement it.
> >>>>> >
> >>>>> > And, I think the editor is more important than making shadows work.
> >>>>> >
> >>>>> > If i make the editor, map building will get about 10 times easier,
> and
> >>>>> > people who can't script or don't want to script will be able to use
> a
> >>>>> > WYSIWYG system for creating the geometry of a level.
> >>>>> >
> >>>>> > Basically if i make an editor, i increase our whole teams
> productivity
> >>>>> > and
> >>>>> > enable people to do things they can't currently do.
> >>>>> >
> >>>>> > If i fix the shadows, all that happens is the game gets a little
> >>>>> > prettier,
> >>>>> > and it's still a pain in the ass and takes a long time for people
> to
> >>>>> > edit
> >>>>> > maps.
> >>>>> >
> >>>>> > Its a no brainer to me that the editor is more important.
> >>>>> >
> >>>>> >
> >>>>> >
> >>>>> > On Sun, May 3, 2009 at 12:12 AM, Chris Riccobono <
> crysalim@xxxxxxxxx>
> >>>>> > wrote:
> >>>>> >>
> >>>>> >> I totally agree with this list.  #2 of coding (allowing things not
> on
> >>>>> >> screen show shadows) sounds like it would completely fix the
> shadow
> >>>>> >> problems, too.  Maybe doing something like allowing up to 1/4 of
> >>>>> >> what's not on screen be the "real" screen as far as what is
> rendered
> >>>>> >> for shadows... I don't know how much of a waste of resources this
> >>>>> >> would be tho..
> >>>>> >>
> >>>>> >> As for walling up the cave, it is a bit tedious but we are moreso
> >>>>> >> waiting for specific art to fill in holes.  So that should be a
> >>>>> >> bigger
> >>>>> >> priority than making the level editor.  I mean, that would totally
> >>>>> >> rock to have, but I just want you to know that even if we can make
> >>>>> >> layouts very simply, it's meaningless without art to make it with!
> >>>>> >>
> >>>>> >> Wurmz' art was perfect in many ways - very low poly count, and
> each
> >>>>> >> vert was done in very easy to manage lengths (20, 30, 40 length,
> very
> >>>>> >> easy to modify in scripting).  So if we could get more of these
> >>>>> >> pieces
> >>>>> >> in, I would explode with glee.
> >>>>> >>
> >>>>> >> On Sat, May 2, 2009 at 2:04 PM, Kent Petersen <kentkmp@xxxxxxxxx>
> >>>>> >> wrote:
> >>>>> >> > That sounds about right. We are pretty damn close
> >>>>> >> >
> >>>>> >> > On Sat, May 2, 2009 at 10:11 AM, Alan Wolfe <
> alan.wolfe@xxxxxxxxx>
> >>>>> >> > wrote:
> >>>>> >> >>
> >>>>> >> >> Hey Guys,
> >>>>> >> >>
> >>>>> >> >> Figure'd I'd organize things a lil. After we get going a little
> >>>>> >> >> more I
> >>>>> >> >> hope to get a friend of ours to be the producer for our game
> and
> >>>>> >> >> do
> >>>>> >> >> stuff
> >>>>> >> >> like this (:
> >>>>> >> >>
> >>>>> >> >> Here's the list of what we have left for the milestone.  Items
> >>>>> >> >> which
> >>>>> >> >> are
> >>>>> >> >> blocked by other tasks needing to be done first are in red.
> Items
> >>>>> >> >> that
> >>>>> >> >> aren't blocked are in blue.
> >>>>> >> >>
> >>>>> >> >> If I'm missing anything, or anything on this list is wrong let
> me
> >>>>> >> >> know!
> >>>>> >> >>
> >>>>> >> >> Art:
> >>>>> >> >> #1 - props for the cave (mining picks, rail cars, piles of
> rubble,
> >>>>> >> >> that
> >>>>> >> >> kind of stuff)
> >>>>> >> >> #2 - lighting pass for the cave: (Waiting for cave to be
> decorated
> >>>>> >> >> and
> >>>>> >> >> finished)
> >>>>> >> >> #3 - animation for miners walking around
> >>>>> >> >> #4 - animation for miners mining the walls
> >>>>> >> >> #5 - animation for boss monster ambushing you
> >>>>> >> >> #6 - combat animation for miners in combat (just an idle
> >>>>> >> >> animation)
> >>>>> >> >> #7 - combat animation for boss monster (just an idle animation)
> >>>>> >> >> #8 - cave battle arena art (just a 3d backdrop for combat,
> unless
> >>>>> >> >> we
> >>>>> >> >> are
> >>>>> >> >> ok with what we have right now)  Probably blocked until we have
> >>>>> >> >> the
> >>>>> >> >> cave
> >>>>> >> >> decorated with a lighting pass.
> >>>>> >> >>
> >>>>> >> >> Scripting / Building:
> >>>>> >> >> #1 - finish enemy pathing
> >>>>> >> >> #2 - make the cave in things happen after boss fight
> >>>>> >> >> #3 - make a stationary mining enemy that doesn't path
> >>>>> >> >> #4 - make a boss enemy that ambushes you at the right time
> >>>>> >> >> #5 - make a boss combat enemy
> >>>>> >> >> #6 - finish walling the cave:  can be done right now, but
> >>>>> >> >> tedious.  I'm
> >>>>> >> >> going to try and get a level editor working this weekend to
> make
> >>>>> >> >> this
> >>>>> >> >> easier
> >>>>> >> >> #7 - finish decorating cave:  waiting on art to decorate the
> cave
> >>>>> >> >> with
> >>>>> >> >> #8 - finish placing monsters
> >>>>> >> >> #9 - balance the boss fight.  Waiting on boss to ambush you and
> a
> >>>>> >> >> boss
> >>>>> >> >> enemy script to be made.
> >>>>> >> >> #10 - re balance the combat after all the enemies and boss are
> >>>>> >> >> placed
> >>>>> >> >>
> >>>>> >> >> Coding:
> >>>>> >> >> #1 - make animated models cast shadows correctly
> >>>>> >> >> #2 - make it so models not on screen can still cast shadows on
> >>>>> >> >> screen
> >>>>> >> >> so
> >>>>> >> >> we don't have shadow "popping"
> >>>>> >> >> #3 - should have a basic level editor working
> >>>>> >> >
> >>>>> >> >
> >>>>> >>
> >>>>> >
> >>>>> >
> >>>>>
> >>>>
> >>>
> >>
> >>
> >
> >
>
>

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