[project1dev] Re: Project1 - SVN Update 609

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 1 Feb 2010 09:02:03 -0800

ok cool (:

On Mon, Feb 1, 2010 at 7:41 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Yeah, I used the model nicknaming to make the wagon usable to start the
> hacking minigame.
>
>
> On Mon, Feb 1, 2010 at 5:05 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> that sounds great for me, i have a couple more things to do layout wise
>> today but once that is done, i'll build the maps and set everything up.  I
>> want to do that anyways before i start on fine tuning the textures, adding
>> props, etc. so i can get an idea of how it looks in game visually.  The
>> entire layout art for the temple will be done this evening, and i can make
>> my job this week laying out the map so you can start scripting :) thanks
>> kent!
>>
>>
>> On Mon, Feb 1, 2010 at 1:16 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> That sounds like a good plan to me, yeah!
>>>
>>> Do you know about the nickname thing for models?
>>>   On Sun, Jan 31, 2010 at 9:48 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> Hey Alan what are your thoughts for implementing the scripting? My idea
>>>> would be to have Eric build the model and map via the editor and then I add
>>>> scripting to the models to make them move?
>>>>
>>>>
>>>> On Sun, Jan 31, 2010 at 12:41 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>
>>>>>  Hey Eric, is the camera zoom level going to be locked to the same
>>>>>> amount as the void map in this place?
>>>>>
>>>>>
>>>>> we can set each room's camera level independently, right?  i'd love to
>>>>> have it zoomed in more inside the temple (and indoors in general will have
>>>>> the zoom in tighter) whereas outdoor areas it'd be zoomed out to give a 
>>>>> more
>>>>> open feel.
>>>>>
>>>>>  When you ride the elevator down, will it change maps at the bottom
>>>>>> and go to the "2" area from your diagram?
>>>>>
>>>>>
>>>>> yep, when you ride the elevator down, it'll change maps (with a fade to
>>>>> black, then fade from black into the elevator room in area 2 on the
>>>>> diagram.
>>>>>
>>>>> And if you use the elevator lever, should it switch to the "1" area and
>>>>>> make the elevator go up?
>>>>>
>>>>>
>>>>> yes, we can have a lever position for floor 1 and a different one for
>>>>> floor 2 and you could go back and forth, i didnt think about it but thats 
>>>>> a
>>>>> neat idea :)
>>>>>
>>>>> Also hey we might need a "front wall" on the elevator shaft below the
>>>>>> floor level so that the player cant walk off into obvlivion.  Unless 
>>>>>> maybe
>>>>>> you want to disable player controls while the elevator is sinkin.
>>>>>
>>>>>
>>>>> definitely, i meant to build like a wooden gate that closed when you
>>>>> pulled the lever but forgot.  i don't want to disable the player control,
>>>>> but besides the gate we could also have an invisible wall to block them 
>>>>> from
>>>>> having any chance of getting out
>>>>>
>>>>> It seems like the "1" area is ready to put together, it goes the circle
>>>>>> peice to the hallway to the elevator shaft right? (:
>>>>>
>>>>>
>>>>> yep, its all set, i need to make the art for the door ways and im going
>>>>> to put little shelves on hallway for larva's masks but those are 
>>>>> superficial
>>>>> details.  i'll upload appropriately sized quads for the temp doorways and
>>>>> will get to the real art sometime this week. :)
>>>>>
>>>>> Can we have some modern day cheesy elevator music? :P
>>>>>
>>>>>
>>>>> hey nick, that is a funny idea :) but hey, this elevator only goes down
>>>>> one floor, so i dunno if the time will last long enough to really get the
>>>>> effect.  THAT SAID, in a future milestone there's going to be a massive
>>>>> ivory tower, we will definitely have an elevator there too and the cheesy
>>>>> elevator music idea fits perfect :)  also, your comment made me think of a
>>>>> thought like we can have a weapon store or whatnot that has shopping 
>>>>> carts,
>>>>> muzak, check out aisles and stuff haha lazy girl in a vest chewing gum and
>>>>> blowing bubbles, etc.
>>>>>
>>>>> and having a normal sounding elevator ding when you get to your floor
>>>>>> and stuff (while theres some rumbling as the elevator descends)
>>>>>
>>>>>
>>>>> ding sound is a great idea too, we can have it here
>>>>>
>>>>> On Sun, Jan 31, 2010 at 3:07 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> thats really funny nick I think that would be really cool too
>>>>>>
>>>>>> and having a normal sounding elevator ding when you get to your floor
>>>>>> and stuff (while theres some rumbling as the elevator descends)
>>>>>>
>>>>>>
>>>>>> On Sun, Jan 31, 2010 at 11:27 AM, Nick Klotz 
>>>>>> <roracsenshi@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> Can we have some modern day cheesy elevator music? :P
>>>>>>>
>>>>>>> I love games that throw in easter eggs.
>>>>>>>
>>>>>>> On Sun, Jan 31, 2010 at 2:21 PM, eric drewes <figarus@xxxxxxxxx>
>>>>>>> wrote:
>>>>>>> > here is how it works:
>>>>>>> > the player will "use" the lever, which will pull it down.  once
>>>>>>> that
>>>>>>> > happens, the gears will start turning - please note, the gears
>>>>>>> aren't
>>>>>>> > perfect mathematically but i believe it'll create the illusion just
>>>>>>> fine,
>>>>>>> > especially because of the overhead view point and the zoom level.
>>>>>>>  we can
>>>>>>> > have sound effects for gears, and maybe a little rumbling/creaking
>>>>>>> as the
>>>>>>> > elevator lowers itself down the shaft (which will prompt the
>>>>>>> loading the the
>>>>>>> > next floor elevator room view)
>>>>>>> > i've attached screenshots so the scripter/mapmaker can see where
>>>>>>> things go,
>>>>>>> > layout wise. i'm not sure if i'll be building so i figured the info
>>>>>>> would
>>>>>>> > help!
>>>>>>> > if you have any questions/comments/criticism, please let me know
>>>>>>> >
>>>>>>> > On Sun, Jan 31, 2010 at 2:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>> wrote:
>>>>>>> >>
>>>>>>> >> Hey Rad!
>>>>>>> >>
>>>>>>> >> These peices look nice (:
>>>>>>> >>
>>>>>>> >> On Sun, Jan 31, 2010 at 11:04 AM, Apache User
>>>>>>> >> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>> >>>
>>>>>>> >>> User:eric
>>>>>>> >>>
>>>>>>> >>> Message: all the models for the elevator, including separate
>>>>>>> pieces for
>>>>>>> >>> all the moving parts (like gears) - also included in this update
>>>>>>> is the
>>>>>>> >>> elevator shaft for the first level
>>>>>>> >>>
>>>>>>> >>> <Files Changed>
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/big_gear.ms3d
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/controlbox.jpg
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/crank_gear.ms3d
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/elevator.ms3d
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/elevator_floor.jpg
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/floor1elevatorshaft.ms3d
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/lever.ms3d
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/small_gear.ms3d
>>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/track_metal.jpg
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>> ==============================
>>>>>>> >>> Project 1 Dev mailing list
>>>>>>> >>> to unsubscribe, please send an email request to
>>>>>>> demofox@xxxxxxxxxxx
>>>>>>> >>> Project 1 website: http://project1.demofox.org
>>>>>>> >>> Project 1 SVN repository: http://pyotek.com/project1
>>>>>>> >>
>>>>>>> >
>>>>>>> >
>>>>>>>
>>>>>>> Project 1 Dev mailing list
>>>>>>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
>>>>>>> Project 1 website: http://project1.demofox.org
>>>>>>> Project 1 SVN repository: http://pyotek.com/project1
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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