[project1dev] Re: Project1 - SVN Update 139

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 16:44:39 -0400

hey kent, did you want a model of some baby wormlings to use for the
monsters after you beat the boss? it would make sense if they acted iratic
and crazy after their mom died!

we can name em lil wurmz :)

also, chris has the worm but its not animated, we could make it pop up at
the same time as stuff crashes via scripts, right? i think that would work
for now

On Tue, May 19, 2009 at 4:27 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Eric was saying that he wanted it to make sense. So no more guys
> frantically running in strange patterns and more guys slowly mining or
> walking around. I think this will lead to there being less guys. I also
> liked having a few that are hard to dodge and sneaky. I also like the idea
> of there being a couple that you can't get past unless you make them leave
> their starting path and sneak in while they are chasing you.
>
>
> On Tue, May 19, 2009 at 1:22 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>
>> Ok, do you have any particular arrangements you want me to do?  I was
>> going thru the file and I can make sense of it, but I can just ask you
>> for things as I need them
>>
>> Do you want me to lessen the amount of enemies, and place them at
>> different intervals?
>>
>> On Tue, May 19, 2009 at 1:19 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> > Chris if you want to change enemy positions you can. You can edit it all
>> in
>> > cavemap.lua If you need help let me know. With cavemap.lua you can
>> easily
>> > edit enemy pathing and non chase speed. It should make enough sense.
>> >
>> > I don't really want to go through the cave and move around all the
>> enemies
>> > right now but I will if no one else wants to.
>> >
>> > On Tue, May 19, 2009 at 1:16 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>> wrote:
>> >>
>> >> The enemy positions will be tweaked some. In the end, I expect less
>> >> enemies and less erratic patterns
>> >>
>> >> On Tue, May 19, 2009 at 1:14 PM, Chris Riccobono <crysalim@xxxxxxxxx>
>> >> wrote:
>> >>>
>> >>> I realized the answer to my question right after asking it too
>> >>> (obviously yes cuz the boss is faster) but I wanted to know just for
>> >>> future enemies.
>> >>>
>> >>> The way you have it now seems good, esp because nothing -has- to be
>> >>> encountered but some of them are almost impossible to dodge (like the
>> >>> group of two about halfway thru the cave)
>> >>>
>> >>> On Tue, May 19, 2009 at 1:12 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>> wrote:
>> >>> > Yes, the speed is adjustable. Currently they all share the same
>> chase
>> >>> > speed,
>> >>> > same amount of chase time, and aggro range. They are all adjustable.
>> >>> > Feedback is welcome and I am more than happy to change any or all of
>> >>> > those
>> >>> > variables
>> >>> >
>> >>> > On Tue, May 19, 2009 at 1:08 PM, Chris Riccobono <
>> crysalim@xxxxxxxxx>
>> >>> > wrote:
>> >>> >>
>> >>> >> Yeah, it's actually really fun trying to evade them now.  With your
>> >>> >> thing about the corner, you can't specifically run to a corner to
>> duke
>> >>> >> them out cuz they'll catch you, but if you run along a wall, and
>> then
>> >>> >> swerve around them, that will work.  If you want that not to be
>> >>> >> possible certain enemies could probably just have a extra radius of
>> >>> >> what they touch you with
>> >>> >>
>> >>> >> Kent, are you able to set the speed at which they chase?
>> >>> >>
>> >>> >> On Tue, May 19, 2009 at 1:06 PM, eric drewes <figarus@xxxxxxxxx>
>> >>> >> wrote:
>> >>> >> > can't wait to try it :) sounds like its working great
>> >>> >> >
>> >>> >> > On Tue, May 19, 2009 at 4:05 PM, Kent Petersen <
>> kentkmp@xxxxxxxxx>
>> >>> >> > wrote:
>> >>> >> >>
>> >>> >> >> Thanks Chris
>> >>> >> >>
>> >>> >> >> On Tue, May 19, 2009 at 1:04 PM, Kent Petersen <
>> kentkmp@xxxxxxxxx>
>> >>> >> >> wrote:
>> >>> >> >>>
>> >>> >> >>> If you see it in action, I think what you want is currently
>> >>> >> >>> covered.
>> >>> >> >>> If
>> >>> >> >>> not let me know and I'll see what I can do
>> >>> >> >>>
>> >>> >> >>> On Tue, May 19, 2009 at 1:03 PM, eric drewes <
>> figarus@xxxxxxxxx>
>> >>> >> >>> wrote:
>> >>> >> >>>>
>> >>> >> >>>> hey kent, sounds great!  hey i dunno how do-able this is but i
>> >>> >> >>>> was
>> >>> >> >>>> also
>> >>> >> >>>> thinking that if you get chased into a deadend, maybe they
>> would
>> >>> >> >>>> block the
>> >>> >> >>>> path so you'd be forced to engage them to get out.  just an
>> idea
>> >>> >> >>>> :)
>> >>> >> >>>>
>> >>> >> >>>> On Tue, May 19, 2009 at 3:58 PM, Apache User
>> >>> >> >>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>> >>> >> >>>>>
>> >>> >> >>>>> User:korgath
>> >>> >> >>>>>
>> >>> >> >>>>> Message: I think you guys will like this one a lot =D
>> >>> >> >>>>>
>> >>> >> >>>>> If the player is close the miners will now chase for 100
>> units
>> >>> >> >>>>> of
>> >>> >> >>>>> time
>> >>> >> >>>>> then return to their original pathing.
>> >>> >> >>>>>
>> >>> >> >>>>> Minor bug: If there is a major turn between the starting
>> point
>> >>> >> >>>>> and
>> >>> >> >>>>> where the unit ends before they stop chasing they may not
>> find
>> >>> >> >>>>> their
>> >>> >> >>>>> way
>> >>> >> >>>>> home.
>> >>> >> >>>>>
>> >>> >> >>>>> todo: per eric, make less miners and make miners have
>> realistic
>> >>> >> >>>>> pathing
>> >>> >> >>>>>
>> >>> >> >>>>> <Files Changed>
>> >>> >> >>>>> D   Personal/Kent/miner.lua
>> >>> >> >>>>> A   Scripts/Behaviors/chase.lua
>> >>> >> >>>>> U   Scripts/Enemies/miner.lua
>> >>> >> >>>>> U   Scripts/Maps/cavemap.lua
>> >>> >> >>>>>
>> >>> >> >>>>>
>> >>> >> >>>>
>> >>> >> >>>
>> >>> >> >>
>> >>> >> >
>> >>> >> >
>> >>> >>
>> >>> >
>> >>> >
>> >>>
>> >>
>> >
>> >
>>
>>
>

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