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 >>>>>>> >>>>> >> > >>>>>>> >>>>> >> > >>>>>>> >>>>> >> >>>>>>> >>>>> > >>>>>>> >>>>> > >>>>>>> >>>>> >>>>>>> >>>> >>>>>>> >>> >>>>>>> >> >>>>>>> >> >>>>>>> > >>>>>>> > >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >