[project1dev] Re: Items left for milestone

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 5 May 2009 10:14:51 -0700

oh good idea

On Tue, May 5, 2009 at 10:13 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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