[project1dev] Re: Items left for milestone

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 02:54:03 -0700

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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