YES! I love it! Sent from my BlackBerry -----Original Message----- From: eric drewes <figarus@xxxxxxxxx> Date: Tue, 5 May 2009 13:27:09 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Items left for milestone 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 >>>>>>>> >>>>> >> > >>>>>>>> >>>>> >> > >>>>>>>> >>>>> >> >>>>>>>> >>>>> > >>>>>>>> >>>>> > >>>>>>>> >>>>> >>>>>>>> >>>> >>>>>>>> >>> >>>>>>>> >> >>>>>>>> >> >>>>>>>> > >>>>>>>> > >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >