[project1dev] Re: Paging Dr. Nick

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 21:09:34 -0700


You and Kent should talk over the details of this so you guys can figure out
what kind of art you need to do and what kind of scripting Kent needs to do.

For instance, the "peices falling down" and the "chains swinging", are those
going to be animations done in milkshape? or are they going to need to be
scripter?  Or is one going to be animated and the other scripted?

You guys should talk it out and come up with a plan of attack that you are
both happy with (:

On Wed, May 13, 2009 at 8:56 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>wrote:

> Argh I need to get everyones names straight one of these days, haha.
> And yes, the walkway would be complete for walking across prior to the boss
> battle, but after the fight the little earthquake would cause parts of the
> walkway to come crashing down. it would actually be little different than
> its current positioning, so lets say its 6 segments of walkway, and the 2nd
> piece from the right falls down completely as the 3rd one breaks and is
> suspended by 1 chain dangling around... so you have to jump from the first
> suspended piece to the 4th one, and walk across the rest. :D
> On Wed, May 13, 2009 at 8:51 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> Kents the one you meant to page hehe
>> Ok so basically what you want is...
>> #1 - the wooden walkway above t he chamber needs to be flat before the
>> boss fight
>> #2 - after the boss fight at the cave in, it needs to tweak and look like
>> it does now?
>> is that right?
>> On Wed, May 13, 2009 at 8:45 PM, Matthew Freeland <mattthefiend@xxxxxxxxx
>> > wrote:
>>> Ahoy folks,
>>> I've got an update of sorts for the mechanics of the cave primarily this
>>> is directed at Mr. Nick for scripting purposes but if anyone has any input
>>> or ideas feel free to share em!
>>> I was talking to Eric and Alan a bit in IMs about the Boss Chamber in the
>>> mines and we decided a good way to handle the jumping area above the chamber
>>> is to have a cage-style scaffolding tunnel that connects the doors above the
>>> groundfloor of the room, so I'm going to work on the model for the cage, its
>>> going to be segmented into tiled sections of the same design, probably about
>>> 6 or so, I can make you a storyboard for the entire thing or an
>>> architectural drawing if you are having trouble picturing it. Once the boss
>>> dies and the cavein happens behind, a few segments of the walkway will break
>>> with it, leading to the jumping area. Sooooo... with that in mind, we'll
>>> need a script to make the pieces of walkway fall, as well I was thinking
>>> about leaving one connected to its chain suspension that can dangle about
>>> from the ceiling.
>>> Tell me what you all thing!
>>> -Wurmz

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