[project1dev] Re: Items left for milestone

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 5 May 2009 13:27:09 -0400

Wiki Entry:

Rorac claimed no cheeseburgers would be eaten, Chris said he COULD eat one
right now, but didn't not verify whether he actually would or not.

Date: 5-5-09

On Tue, May 5, 2009 at 1:20 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote:

> Dude I could so eat a cheeseburger right now... Btw important conversations
> like these reallllly need to be in the wiki ;)
>
> Sent from my BlackBerry
>
> ------------------------------
> *From*: Nick Klotz
> *Date*: Tue, 5 May 2009 12:14:57 -0500
>
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Items left for milestone
>
>  You won't eat a cheeseburger.
>
>
> On Tue, May 5, 2009 at 12:13 PM, 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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