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