Early tomorrow I will make an animation concept for you. Its difficult to explain on a blackberry in bed when I should be sleeping haha Sent via BlackBerry from T-Mobile -----Original Message----- From: Kent Petersen <kentkmp@xxxxxxxxx> Date: Wed, 13 May 2009 22:02:01 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Paging Dr. Nick Alan has some good questions. What are you animating and what needs to be scripted? On Wed, May 13, 2009 at 9:26 PM, <mattthefiend@xxxxxxxxx> wrote: > Hehe dr nick is the most awesome peripheral character ever > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Nick Klotz > *Date*: Wed, 13 May 2009 23:12:42 -0500 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Paging Dr. Nick > Re. Dr. Nick > > Hi there everybody! [screws up a simple operation] > > > > On Wed, May 13, 2009 at 11:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Ok >> >> 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 >>>>> >>>> >>>> >>> >> >