[project1dev] Re: Project1 - SVN Update 752

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 19 May 2010 10:25:37 -0700

Yeah that sounds like a good plan.  I was thinking that too that at some
point i should start looking into the first person mode before we are done
with the overhead world so that we don't have "waiting time" while waiting
for me to get it together from a code POV.

After the code is done for this overworld, besides scripting, it'll still
need more time for design and art probably too so maybe i can do overworld
design stuff while doing first person code stuff.

On Wed, May 19, 2010 at 10:15 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Yeah I feel like the overworld is really coming together. I don't think it
> will take too much longer.
>
> As soon as you get the overworld done code wise you could jump right into
> first person stuff while I finish up the scripting
>
>
> On Wed, May 19, 2010 at 9:46 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> kewl kewl (:
>>
>> yeah i think its actually going to come together pretty quick soon, and
>> that code wise we have almost everything we need (although there are a few
>> things like shadows and water rendering that would be nice to have, but not
>> requirements).
>>
>> I think all we need code size is the ability for enemies to path on the
>> terrain, and getting the game to cut the terrain up into smaller tiles to
>> help optimize rendering and collision detection (:
>>
>>
>> On Wed, May 19, 2010 at 9:28 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> Awesome man. I gotta check it out. Functionality gets me excited =)
>>>
>>>
>>> On Tue, May 18, 2010 at 8:45 PM, Apache User <
>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>
>>>> User:atrix256
>>>>
>>>> Message: Next iteration of town building stuff
>>>>
>>>> The game now looks at the tiles that were generated from the navmesh,
>>>> and after 5 seconds, "builds houses" on each tile at the rate of one tile a
>>>> second.
>>>>
>>>> It builds them going from closest to farthest from the navmesh
>>>> generation starting point (IE where ever the wizard tower will be placed).
>>>>
>>>> We'll have to figure out how the houses will actually get built.  i'll
>>>> start a design discussion thread about it (:
>>>>
>>>> <Files Changed>
>>>> U   ActRaiser/ARRelease.exe
>>>> A   ActRaiser/Art/Models/Overworld/hut1x1.ms3d
>>>> A   ActRaiser/Art/Models/Overworld/hut2x2.ms3d
>>>> U   ActRaiser/Scripts/GameOverworld/Level1/index.lua
>>>> A   ActRaiser/Scripts/GameOverworld/Town.lua
>>>> U   Code/ARRelease.exe
>>>> U   Code/AR_LuaFuncs.cpp
>>>> A   Code/Docs/Script Help/NavMesh_GetNumTiles.html
>>>> A   Code/Docs/Script Help/NavMesh_GetTile.html
>>>> U   Code/Docs/Script Help/toc.html
>>>> U   Code/NavMesh.cpp
>>>> U   Code/NavMesh.h
>>>> U   PirateDice/ARRelease.exe
>>>>
>>>>
>>>> ==============================
>>>> 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: