[project1dev] Re: Items left for milestone

  • From: "Chris Sherman" <cshermandesign@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 18:25:56 +0000

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

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