[project1dev] Re: Paging Dr. Nick

  • From: mattthefiend@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 05:05:43 +0000

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

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