[project1dev] Re: Project1 - SVN Update 370

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 16 Jul 2009 19:27:20 -0500

Yea, I completely understand what you're saying (:

It sounds a lot more than it really is, and a lot of things (designs/ideas)
have already been cut out of it, and changes can be made on-the-fly so
that's no sweat. The entire basement before the maze area should only take
the player 1-2 minutes to go through, basically it's just like a "landing
area" from the first floor.

Don't worry, I know you're not trying to be mean or shut down ideas/plans,
and that you're only looking out for the benefit of the game/everyone else,
so I take them in stride, and as constructively as possible.

And you reminded me I need to get in touch with Eric about the maze, ha.



On Thu, Jul 16, 2009 at 7:22 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> and hey i dont mean to be all puttin the kabosh on your ideas, i just want
> to make sure it's all good before you waste effort
>
> hope ya get what i mean :P
> On Thu, Jul 16, 2009 at 5:17 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> If Eric's cool with it I'm cool with it.
>>
>> I just want to make sure he is cause with art like coding and scripting
>> and building, words come cheap sometimes when the effort is quite a bit more
>> (:
>>
>> like if someone said "yeah we'll just build a realistic sized castle that
>> you can explore for this 1 items that isn't very useful as you walk through
>> the forest" and you'd say "wtf i dont want to build a whole castle for a
>> crappy key thats used only in one place and then you never go back"
>>
>> well hopefully you get what i mean, i just wanna make sure it's cool and
>> isnt making too much work.
>>
>> Maybe you already talked w/ eric about the details i dunno (sorry if you
>> have hehe)
>>   On Thu, Jul 16, 2009 at 5:12 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>
>>> Well it's not going to require a whole lot of art.  The biggest efforts
>>> are going into the first floor (succubus, injured man, etc) and the
>>> beast/old man.
>>>
>>> The maze just has a series of traps to avoid (log, spikes, arrows, etc)
>>> The area for under the ceiling trap can be scrapped easily, but was an
>>> idea as an alternate way of solving the puzzle.
>>>
>>>
>>>
>>> On Thu, Jul 16, 2009 at 7:06 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> that seems kind of like a big area.
>>>>
>>>> just to check - Eric are you on board w/ this area too?  Just wondering
>>>> form the art POV and such.
>>>>
>>>> If art is going to be re-useable it isnt a problem but if its all unique
>>>> it seems like it could be a lot of work
>>>>   On Thu, Jul 16, 2009 at 4:54 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>
>>>>> Temple beast will be inside the temple... deep underground.
>>>>>
>>>>> After the maze there are 3 areas left, the ceiling trap room (will be
>>>>> own map to intialize for 1st person--hopefully), the beast room, and an 
>>>>> area
>>>>> underneath the ceiling trap for an alternate way out 
>>>>> (optional/unnecessary).
>>>>>
>>>>> I am looking at about 3 weeks MAX to have the layout completely
>>>>> finished.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Thu, Jul 16, 2009 at 6:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> yeah makes sense.
>>>>>>
>>>>>> hey do you know where the beast you fight is going to go?  Is it going
>>>>>> to be part of the temple or somewhere else?
>>>>>>
>>>>>> Also i was wondering, is there any other part of the temple besides
>>>>>> the 2 parts youve done and the maze?
>>>>>>
>>>>>> Just curious so i can work out how long til certain peices of code
>>>>>> need to be done etc.
>>>>>>   On Thu, Jul 16, 2009 at 4:40 PM, Nick Klotz 
>>>>>> <roracsenshi@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> Yea, I know. All of my models I consider to be 'temp art' and
>>>>>>> replaceable. I only make it so I can make the layout more easily and 
>>>>>>> avoid
>>>>>>> scaling and overlapping models/having too many.
>>>>>>>
>>>>>>> Yea, the maze is a sub-basement level. The temple is pretty involved,
>>>>>>> but still basic, if that makes any sense.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Thu, Jul 16, 2009 at 5:59 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> That's neat, i didnt know there was a maze too.
>>>>>>>>
>>>>>>>> The artists may replace your models with other models of different
>>>>>>>> sizes just FYI!  Just cause the models you are building make sense for
>>>>>>>> geometry, but the way they end up decorating things they may end up 
>>>>>>>> makign
>>>>>>>> the floor one big peice of geometry, or they may break the floor into
>>>>>>>> different sized tiles and things (while still adhering to your layout 
>>>>>>>> and
>>>>>>>> dimensions of things etc)
>>>>>>>>
>>>>>>>> Maybe you already figured this might happen but just FYI in case (:
>>>>>>>>   On Thu, Jul 16, 2009 at 3:47 PM, Apache User <
>>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>>
>>>>>>>>> User:rorac
>>>>>>>>>
>>>>>>>>> Message: Added model sizes I will be needing for the temple maze,
>>>>>>>>> added maze map, geometry, and began working on floor and wall 
>>>>>>>>> placement.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> <Files Changed>
>>>>>>>>> A   Art/Models/Maps/TheVoid/FirstTemple/Floor_120x40x10.ms3d
>>>>>>>>> A   Art/Models/Maps/TheVoid/FirstTemple/Floor_160x40x10.ms3d
>>>>>>>>> A   Art/Models/Maps/TheVoid/FirstTemple/Floor_40x40x10.ms3d
>>>>>>>>> A   Art/Models/Maps/TheVoid/FirstTemple/Wall_120x50x10.ms3d
>>>>>>>>> A   Art/Models/Maps/TheVoid/FirstTemple/Wall_160x50x10.ms3d
>>>>>>>>> A   Art/Models/Maps/TheVoid/FirstTemple/Wall_40x50x10.ms3d
>>>>>>>>> A   Art/Models/Maps/TheVoid/FirstTemple/Wall_Fake_40x50x10.ms3d
>>>>>>>>> A   Scripts/Maps/TheVoid/FirstTemple/maze.lua
>>>>>>>>> A   Scripts/Maps/TheVoid/FirstTemple/maze_geometry.lua
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: