[project1dev] Re: Temple Concerns and Decisions

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Jul 2009 17:42:04 -0700

one thing at a time turbo (;

hahah

On Tue, Jul 7, 2009 at 5:24 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> 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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