[project1dev] Re: Project1 - SVN Update 139

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 14:21:57 -0700 (PDT)

I just went to the website and saw the updated pics with all the lanterns, 
barrels and rails n such.
 
WOW GUYS! This stuff really looks awesome. It's great to be able to see some 
pieces come together and people can show off there talents.
 
Great job guys, I'm stoked! =)

--- On Tue, 5/19/09, eric drewes <figarus@xxxxxxxxx> wrote:


From: eric drewes <figarus@xxxxxxxxx>
Subject: [project1dev] Re: Project1 - SVN Update 139
To: project1dev@xxxxxxxxxxxxx
Date: Tuesday, May 19, 2009, 2:00 PM


right, sherman's worm is the boss that rushes you, you defeat it, it caves in.  
i was thinking though that the enemies that are in the way past the catwalk 
that act spazzed out could be the worm's babies that are freaking out... it was 
just an idea though, if you guys have an idea or vision, go for it :)


On Tue, May 19, 2009 at 4:53 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

Chris R is going through the cave and redoing the enemies. If you would like I 
could make a new enemy worm that can also be around the cave.

I thought the worm was going to be the boss. I was thinking the worm would rush 
at you, as opposed to the big brown box, and upon defeating it the cave in 
would happen.





On Tue, May 19, 2009 at 1:44 PM, eric drewes <figarus@xxxxxxxxx> wrote:

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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