[project1dev] Re: Items left for milestone

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 4 May 2009 15:44:20 -0700

Neato Kent! (:

On Mon, May 4, 2009 at 3:36 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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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