[project1dev] Re: Temple Concerns and Decisions

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Jul 2009 17:24:27 -0700

It would be cool if that light source sort of "blew" the fog away too,
as you traveled through it.  That would be awesome to look at I think
:P

On Tue, Jul 7, 2009 at 5:13 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
> re: changing the directory of the arrow counter, those aren't true
> directories, they are just named that way to help organize stuff.
>
> after this milestone we'll figure out our long term organization strategy of
> file names.  I wouldnt worry about it now but you can if you want (but we'll
> wait til after the milestone to figure out the long term strategy like i
> said).
>
> Anyhow, you got me thinking and something else that would be neat for our
> game would be fog
>
> we could also attach a light source to the player for some maps so that you
> can't see what you aren't near (just make the map completely dark and make a
> light that sticks to the player)
>
> 2 possibilities to keep in mind if the need comes up!
> On Tue, Jul 7, 2009 at 2:27 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>>
>> Construction of the 2nd floor will begin tomorrow, in order to make it
>> easier for you Kent I am going to build the second floor as if the 1st floor
>> were still there, that is, all the values you have for falling through the
>> floor will carry over to the other map:  X and Y will remain the same, the Z
>> value will probably be 500 off.
>> (400, 1240, -30 will translate to 400, 1240, 470 on the basement)
>>
>> On Tue, Jul 7, 2009 at 4:22 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>>
>>> Ah good call.
>>>
>>> On Tue, Jul 7, 2009 at 2:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>>>>
>>>> I also had to change the arrow counter directory to reflect the
>>>> appropriate file, and the link to the temple within Alan map.
>>>>
>>>>
>>>>
>>>> On Tue, Jul 7, 2009 at 4:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>>>>
>>>>> The only thing that comes to mind is the dofile. In the beginning of
>>>>> templemap.lua there is a part that looks like this
>>>>> -----------------------------------------
>>>>> --Geometry
>>>>> -----------------------------------------
>>>>>
>>>>> dofile("./scripts/maps/templemap_geometry.lua");
>>>>>
>>>>>
>>>>> Just make sure that is accurately updated.
>>>>>
>>>>> On Tue, Jul 7, 2009 at 1:40 PM, Nick Klotz <roracsenshi@xxxxxxxxx>
>>>>> wrote:
>>>>>>
>>>>>> In order to break it down into separate maps I want to move and rename
>>>>>> some files, specifically these changes:
>>>>>> Add folder FirstTemple inside scripts/maps
>>>>>>
>>>>>> Rename templemap to FirstFloor
>>>>>> Rename templemap_geometry to FirstFloor_Geometry
>>>>>>
>>>>>> Move FirstFloor and FirstFloor_Geometry to new location
>>>>>> scripts/maps/FirstTemple
>>>>>>
>>>>>>
>>>>>> Kent, will any of the above changes effect your scripts?
>>>>>>
>>>>>> PS: All art will stay inside its current folder.
>>>>>>
>>>>>> On Tue, Jul 7, 2009 at 3:37 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>>>>>
>>>>>>> just break it down into different maps, why not?
>>>>>>>
>>>>>>> On Tue, Jul 7, 2009 at 4:07 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>>>>>>> wrote:
>>>>>>>>
>>>>>>>> There will be more work depending on how exact you want it. I could
>>>>>>>> use the gridtest system I set up to determine where the player is when 
>>>>>>>> they
>>>>>>>> fall down. All and all, it doesn't seem to difficult to have that 
>>>>>>>> happen
>>>>>>>>
>>>>>>>> On Tue, Jul 7, 2009 at 1:05 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Yes you can
>>>>>>>>>
>>>>>>>>> On Tue, Jul 7, 2009 at 1:02 PM, Nick Klotz <roracsenshi@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> My two biggest concerns with designing the temple as one large map
>>>>>>>>>> instead of breaking it down are: cost issues, and being able to see 
>>>>>>>>>> other
>>>>>>>>>> parts of the temple before you're supposed to (via camera angle).
>>>>>>>>>>
>>>>>>>>>> Unless these can be put to rest by using different techniques (ie:
>>>>>>>>>> not loading certain parts into memory until they're within a certain
>>>>>>>>>> distance) or some other way I haven't come up with, I will begin
>>>>>>>>>> constructing the second part of the temple as a separate map.  This 
>>>>>>>>>> brings
>>>>>>>>>> up another questions however.  Is it possible to have the player 
>>>>>>>>>> fall into
>>>>>>>>>> the basement in a specific position depending on which tile the 
>>>>>>>>>> player falls
>>>>>>>>>> through?
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>
>

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