[project1dev] Re: Items left for milestone

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 4 May 2009 14:53:11 -0700

#3 - you are right, the machine.lua can work just fine.  we should make it
trigger combat when you get too close like the wandering monsters do though.

#4 - Up to you, how do you see it working?

#5 - the boss might be stronger and use different AI, we should just make a
seperate boss combat enemy script so Nick can balance it later on.

#8 - i'll leave that to people that know better than i (:

On Mon, May 4, 2009 at 12:43 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Couple questions about what needs to get done.
>
> #3 - make a stationary mining enemy that doesn't path
> What needs to be made here? The enemy script that gets called to the map?
> If so machine.lua should work as a stationary enemy. The art can be changed
> easily as well. If an additional stationary enemy is wanted I can make that
> as well.
>
> #4 - make a boss enemy that ambushes you at the right time
> Alan - How do you think boss ambushing should happen from a technical
> standpoint?
>
> #5 - make a boss combat enemy
> Anything special compared to the miners?
>
> #8 - finish placing monsters
> How does everyone feel about the current monster placement? How many
> monsters should there be? I was thinking there could be a decent amount but
> most of them should be easily avoidable with a few that are hard to avoid.
>
>
>
> On Sun, May 3, 2009 at 2:55 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> 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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