[project1dev] Re: Items left for milestone

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 10:40:44 -0700

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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