[project1dev] Re: Project1 - SVN Update 609

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 31 Jan 2010 22:16:52 -0800

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

Other related posts: