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