[project1dev] Re: Re-useable peices used when building a map?

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 2 Apr 2009 11:45:02 -0700

yeah that sounds decent (:

if any parts of it turn out to be less than optimal or have any major
gotchas we can alter the process for the next area etc (:
On Thu, Apr 2, 2009 at 11:39 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I was thinking something similar. Currently, I have a few straight hallways
> of some set amount of size. I was thinking to use those pieces as building
> blocks to get the dimensions of the area. I would design the cave to be an S
> shape but it would be blocky. Then someone (myself or otherwise) would go
> through on a second pass and shape the dungeon to "feel" better. Then
> someone could design and model pretty looking pieces to swap out with the
> straight ones already in place. The new pieces would just have to fit the
> approximate sizing and line up the "doorway" attachments between the model
> pieces. This way instead of the hallway being a straight line it may have
> some jiggles to it but it would still fit into the same place the original
> not as artistic hallway was.
> Did that all make sense? I know what I'm thinking but I don't know if I
> conveyed the message right.
> On Thu, Apr 2, 2009 at 10:50 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> Oh and btw, kent if worrying about this right now is too much to juggle
>> while also buildin a map, forget about it, we can try and adopt it later on
>> to see if it makes sense too.
>> On Thu, Apr 2, 2009 at 10:48 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>> What I meant by re-useable peices is for instance in this cave level we
>>> would have a "straight cooridor" cave section, an "elbow" cave section, an
>>> "open area" cave section etc and just re-used them to build an area.
>>> That would make it so the artists only had to decorate a few peices
>>> instead of having to decorate one large level, it would make it so that
>>> builders wouldn't have to build a lot of temp art for the terrain, and it
>>> would mean the engine would have to keep less models in memory which results
>>> in less memory usage and faster rendering times (but so far are rendering
>>> times are fine).
>>> After the builders make a map and make it functional with the pre-defined
>>> peices, the enemies added in, etc, then someone would go through and
>>> decorate the level with props, and then it would get a lighting pass on top
>>> of that.
>>> To me this makes the most sense, but what makes sense to the coder doesnt
>>> always make sense to the artist or scripter.  I talked to eric and he liked
>>> the idea but thougth a hybrid for this would be best since sometimes you
>>> dont want to stick to the strict peices already made, which completely makes
>>> sense.
>>> What do you think Kent?  Do you think that would work well for building?

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