[project1dev] Re: Items left for milestone

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 4 May 2009 15:36:40 -0700

Ok so,
enemy pathing finished
stationary enemy finished
boss combat enemy added and can now be edited
the boss without any scripted events is also on the map in the open room. he
can engage you in combat now

my next big project will be coding the boss to make a scripted entrance.

On Mon, May 4, 2009 at 2:53 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> #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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