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