[project1dev] Re: Project1 - SVN Update 16

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 5 Apr 2009 10:35:36 -0700

Hey Kent,

I was talking to Eric and he said we can go ahead and do whatever for this
cave as far as the monsters in it, atmosphere, story etc and that he is
finishing up the game design documents right now so those will be ready
after we get this first run area figured out.

Any thoughts on the monsters, the boss, any events in there (like the cave
in) etc?

We could use the princess'es boss idea and have the boss and after you beat
him he is low "owww you hit me in the nose' and he gets mad and charges
around and knocks some of the supporting pillars of the cave out causing the
cave in or something lol.

What do you think?


On Sun, Apr 5, 2009 at 9:35 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Yeah, it seems to get pretty complex pretty fast even with good comments,
> that part kind of sucks but not sure what to do about it.
>
> A long term goal is i was thinking an in game editor would be neat, ie you
> could place an object and place it, scale it, rotate it in 3d right there in
> game, and you could save all the objects to a "geometry file" and then in
> your map script file you would basically just have dofile() for your
> geometry file then have your game logic below.  That way all the model
> loading stuff would be hidden from view but shrug thatd take a bit of work
> to get working.
>
> maybe one of us will think up a better solution before now and then
>
>
> On Sun, Apr 5, 2009 at 1:49 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Yeah, it's totally ready to be prettied up. I can't wait for it to be nice
>> looking. I'm glad you guys like it. Thanks.
>>
>> No major complaints with the building level system. Once I learned the
>> sizes of the model pieces it worked out well. One thought I had while
>> working on it is that I need a better organizational system. That map was
>> very short and linear but it still became rather complicated to sift through
>> and find a specific spot to edit by the end.
>>
>>
>> On Sat, Apr 4, 2009 at 12:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> Yeah it's true, i'll update the screenshot to be this final version of
>>> the skeleton and maybe add another or 2 from diff angles
>>>
>>> it'll be fun to look back and see the evolution of this thing at the
>>> different steps (:
>>> On Sat, Apr 4, 2009 at 12:17 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>>>
>>>> Kent, this is a really great start on the cave, I give you props!  By
>>>> the way Alan, the screenshot doesn't really do it justice, you need to
>>>> get into the camera and look around to notice the different layers,
>>>> when it goes down the slopes.  Although, you can't really notice it
>>>> from the direct overhead view now that I think of it.
>>>>
>>>> On Sat, Apr 4, 2009 at 11:56 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>> wrote:
>>>> > Hey Kent,
>>>> >
>>>> > Im at work so I havent checked out the skeleton yet.
>>>> >
>>>> > Is there anything else you wanted to do to the map or is it ready to
>>>> be
>>>> > prettied up?
>>>> >
>>>> > Enemies aren't ready yet so we can add them in after it's prettied up.
>>>> >
>>>> > I figure the scripted events you wanted like the cave in etc can be
>>>> handled
>>>> > after the prettying up too.
>>>> >
>>>> > Anything else you wanted to do to it or is it ready for hand off for
>>>> the
>>>> > next stage?
>>>> >
>>>> > BTW how was the building process, kinda a pain or was it ok?  Anything
>>>> you
>>>> > can think of to make it better / easier?
>>>> > On Sat, Apr 4, 2009 at 11:22 AM, Apache User <
>>>> dhapache@xxxxxxxxxxxxxxxxxxx>
>>>> > wrote:
>>>> >>
>>>> >> User:korgath
>>>> >>
>>>> >> Message: updated kentmap.lua
>>>> >>
>>>> >> -this is my final draft for the skeleton of the map
>>>> >>
>>>> >> <Files Changed>
>>>> >> U   Scripts/kentmap.lua
>>>> >>
>>>> >>
>>>> >
>>>> >
>>>>
>>>>
>>>
>>
>

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