[project1dev] Re: Items left for milestone

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 5 May 2009 10:13:35 -0700

hey, every friday i'll do a status update w/ what we've got finished over
the week and what remains for the current milestone so everyone knows what's
going on w/ the game.
On Mon, May 4, 2009 at 3:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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