[project1dev] Re: Project1 - SVN Update 737

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 6 May 2010 10:35:06 -0700

er... death match and maybe cooperative runs of missions in first person
mode, but then we'd have to make sure and not design missions with the
assumption that there's only one play so i dunno that it's worth it

On Thu, May 6, 2010 at 10:34 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> oh and no, no multiplayer I don't think :P
>
> i dont see how it could work other than being able to play death match
> against eachother in FPS mode (which we COULD do if you guys really wanted)
>
>
> On Thu, May 6, 2010 at 10:27 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> for non enemies and for things like placing the turret, there could just
>> be a glowing cursor you could move around "paused" ... is this game going to
>> be multiplayer?  also... i wasn't aware lightning destroyed rocks :-P
>>
>>
>> On Thu, May 6, 2010 at 1:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> what about for a spell that does something like creates a turret that
>>> lasts for 30 seconds and attacks any enemies in range?
>>>
>>> you'd want to place that in a specific place.
>>>
>>> also for the lightning bolt spell, it would really give away the fact
>>> that you could lightning bolt the boulder.  It might be that it's too hard
>>> for the player to figure out that they need to lightning bolt the boulder,
>>> so the auto targeting is a good thing, but even then it would be nice to
>>> have some rocks on some maps that don't look like anything special but when
>>> you hit them with lightning they shatter and reveal items or secret levels
>>> and things like that.
>>>
>>>
>>> On Thu, May 6, 2010 at 10:20 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>> auto target, then you press up/down/left/right on the D pad to cycle
>>>> through the potential targets in range with the spell you're on.
>>>>
>>>>
>>>> On Thu, May 6, 2010 at 12:57 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> Disclaimer again: we wouldn't know for sure til we playtested but...
>>>>>
>>>>> having the bumper scroll through spell options handles the spell
>>>>> selection problem, but not the targeting the spell problem.
>>>>>
>>>>> basically there's 2 parts...
>>>>>
>>>>> #1 - Decide what spell to cast
>>>>> #2 - decide where to cast it
>>>>>
>>>>> On the PC, we have the mouse and the keyboard so they can easily do
>>>>> both of those things while moving the character and even fighting enemies 
>>>>> at
>>>>> the same time.
>>>>>
>>>>> #1 - press a shortcut key or click on the coresponding button for the
>>>>> spell you want to cast - while using WASD and space bar to move around and
>>>>> fight.
>>>>> #2 - move the mouse to where you want to cast the spell and click -
>>>>> while using WASD and space bar to move around and fight.
>>>>>
>>>>> On the 360, if we have a fast way to do #1, thats awesome, and we
>>>>> wouldnt need to pause the game for that.
>>>>>
>>>>> But, for #2, if it takes time to aim and shoot (which it does!), and
>>>>> during that time you can't also reasonably control your character to move
>>>>> and fight back, i think we'd have to pause the game.
>>>>>
>>>>> Of course you could say "it's dangerous to cast a spell" but IMO (and
>>>>> we'd have to playtest to see how it really played out!) i think that would
>>>>> just make using spells a bad idea in general and youd usually get beaten 
>>>>> up
>>>>> (penalized for using them), especially at the higher more difficult 
>>>>> levels.
>>>>>
>>>>> of course some spells might not need a target (like casting an
>>>>> earthquake or casting a spell to slow down time), but i bet at least half 
>>>>> of
>>>>> them would :P
>>>>>
>>>>>
>>>>> On Thu, May 6, 2010 at 9:46 AM, eric <figarus@xxxxxxxxx> wrote:
>>>>>
>>>>>> The easiest answer is just to have the bumpers scroll through the
>>>>>> spell options
>>>>>>
>>>>>> Sent via BlackBerry from T-Mobile
>>>>>> ------------------------------
>>>>>> *From: * Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>> *Date: *Thu, 6 May 2010 09:45:06 -0700
>>>>>> *To: *<project1dev@xxxxxxxxxxxxx>
>>>>>> *Subject: *[project1dev] Re: Project1 - SVN Update 737
>>>>>>
>>>>>> I could be wrong and we would have to playtest to know for sure, but
>>>>>> really are you going to press a button to toggle between controlling your
>>>>>> character and controlling your spell cursor so you can run away from 
>>>>>> enemies
>>>>>> and aim where to cast at the same time?
>>>>>>
>>>>>> That sounds overly complicated :P
>>>>>>
>>>>>> On Thu, May 6, 2010 at 9:34 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> For the cursor being moved, you could always assign a button that
>>>>>>> allows you to switch control of the cursor on and off, like in 
>>>>>>> Goldeneye how
>>>>>>> you can set it up to either pause your character, or aim while moving by
>>>>>>> holding in a button.
>>>>>>>
>>>>>>>
>>>>>>> On Thu, May 6, 2010 at 12:20 PM, Nick Klotz 
>>>>>>> <roracsenshi@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> Well, for a frequently used I was thinking there's a top 3-4 spells
>>>>>>>> that you can cycle through, realistically that would only take a 
>>>>>>>> player 1
>>>>>>>> second to get through them.  If you want the option to pause the game 
>>>>>>>> for
>>>>>>>> that, it's fine too.  (:
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, May 6, 2010 at 12:08 PM, Alan Wolfe 
>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>>
>>>>>>>>> It makes sense, that's alot like what i was saying for pausing the
>>>>>>>>> game while casting.
>>>>>>>>>
>>>>>>>>> Re: having the "frequently used" skills list not pause the game,
>>>>>>>>> part of the reason why we need to possibly pause the game is that 
>>>>>>>>> while you
>>>>>>>>> are moving the spell cursor around, you dont have control over your
>>>>>>>>> character so you could be getting beaten up while trying to cast a 
>>>>>>>>> spell.
>>>>>>>>> You might say "oh well, it makes it harder" but we'd have to play 
>>>>>>>>> with it to
>>>>>>>>> see if it felt fair or not.
>>>>>>>>>
>>>>>>>>> The original act raiser on snes paused the game when you told the
>>>>>>>>> town where to build, but i forget if it paused or not when casting.  
>>>>>>>>> I think
>>>>>>>>> it did but im not 100% sure.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, May 6, 2010 at 9:02 AM, Nick Klotz 
>>>>>>>>> <roracsenshi@xxxxxxxxx>wrote:
>>>>>>>>>
>>>>>>>>>> With Xbox controllers, assign a button to bring up the menu for
>>>>>>>>>> spells/skills.  There can be an options for:
>>>>>>>>>>  it displays a list that you pick from and pauses the game
>>>>>>>>>>  it displays a wheel that you can circle through and pauses the
>>>>>>>>>> game
>>>>>>>>>>  it displays a wheel that you can circle through and the game does
>>>>>>>>>> not pause
>>>>>>>>>>  it cycles through 'frequently used' skills, or skills that are
>>>>>>>>>> assigned not paused
>>>>>>>>>>  it cycles through all skills possible not paused
>>>>>>>>>>
>>>>>>>>>> If that's hard to understand I can draw up concepts later tonight.
>>>>>>>>>> Because of the hotkey option available on a PC, none of those
>>>>>>>>>> options are necessary. but may be fun to implement to test; I have 
>>>>>>>>>> some
>>>>>>>>>> controllers I can hook up to my PC.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Thu, May 6, 2010 at 11:53 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>>> but hey you bring up something kind of important
>>>>>>>>>>>
>>>>>>>>>>> with the RPG we were designing it to be friendly both for PC
>>>>>>>>>>> controls as well as a game controller so we could port to the 360.
>>>>>>>>>>>
>>>>>>>>>>> with this game, we are using the keyboard number keys for spell
>>>>>>>>>>> shortcuts, and we are using the mouse as a pointing device which 
>>>>>>>>>>> makes it
>>>>>>>>>>> pretty much impossible to do a straight port to a console.
>>>>>>>>>>>
>>>>>>>>>>> The wii has a pointing device but it can't do shaders, and has a
>>>>>>>>>>> really small amount of ram so from a technical and graphical pov 
>>>>>>>>>>> the game
>>>>>>>>>>> would have to be toned down a lot.
>>>>>>>>>>>
>>>>>>>>>>> The ds is wayyy underpowered but has a pointing device too, our
>>>>>>>>>>> game would have to be UBER toned down to fit on there, but it might 
>>>>>>>>>>> not be a
>>>>>>>>>>> bad target platform if we could get it to fit (:
>>>>>>>>>>>
>>>>>>>>>>> On the 360 (and ps3), we'd have to make a replacement for
>>>>>>>>>>> choosing a spell to cast and choosing where to cast it if we wanted 
>>>>>>>>>>> to port
>>>>>>>>>>> it.
>>>>>>>>>>>
>>>>>>>>>>> One idea would be something like you pressed a button to bring up
>>>>>>>>>>> the spells menu and it paused the game.  You chose the spell you 
>>>>>>>>>>> wanted to
>>>>>>>>>>> cast, then you would use the analog stick to move the target cursor 
>>>>>>>>>>> to where
>>>>>>>>>>> to cast it then press A to cast the spell.  After that, the game 
>>>>>>>>>>> would
>>>>>>>>>>> unpause and go about things as normally.
>>>>>>>>>>>
>>>>>>>>>>> That's one way i could see it working, so a port to 360 still
>>>>>>>>>>> isn't out of the question but i dont think it could be a straight 
>>>>>>>>>>> (1:1) port
>>>>>>>>>>> :P
>>>>>>>>>>>
>>>>>>>>>>> It still would be a nice goal though (:
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Thu, May 6, 2010 at 8:28 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>>> The irony - the wii can't do shaders!!! haha
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, May 6, 2010 at 4:11 AM, Nick Klotz <
>>>>>>>>>>>> roracsenshi@xxxxxxxxx> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Wii port anyone?!
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Thu, May 6, 2010 at 2:50 AM, Matthew Freeland <
>>>>>>>>>>>>> mattthefiend@xxxxxxxxx> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Doesn't have the same feel as the english flag... but it'll
>>>>>>>>>>>>>> do!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, May 5, 2010 at 11:44 PM, Alan Wolfe <
>>>>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> A little preview of his art cause the code isn't ready to
>>>>>>>>>>>>>>> check in.  What an improvement huh? (:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, May 5, 2010 at 11:37 PM, Apache User <
>>>>>>>>>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> User:atrix256
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Message: Wurmz made a better spell decal, checking it in so
>>>>>>>>>>>>>>>> it gets into SVN!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> <Files Changed>
>>>>>>>>>>>>>>>> A   ActRaiser/Art/Models/Overworld/TargetReticule.png
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> ==============================
>>>>>>>>>>>>>>>> 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: