[project1dev] Re: Project1 - SVN Update 609

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 31 Jan 2010 21:48:49 -0800

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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