[project1dev] Re: Temple Concerns and Decisions

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Jul 2009 18:17:39 -0700

You know what, that's a great excuse to dig into the scripting stuff.
I think I will play with it.

On Tue, Jul 7, 2009 at 6:07 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
> hey you could give that a shot if you wanted as a proof of concept.
>
> like make some models that are peices of fog (like puffy cloud looking
> billboarded sprites maybe?)
>
> and just have it when the player touches them, they move away from the
> player a little.
>
> you could make up a map and try and get it working, Kent would probably be
> able to point you in the right direction for how to do some of that stuff
> too.
>
> if you get it working, and it looks good and we have a place to use it, we
> could find a better way to code it in (like maybe making each fog particle a
> mob? or maybe by making this movement vs the player be some property of
> particle systems?)
>
> in any case if you get a proof of concept working in script that would be
> pretty neat
> On Tue, Jul 7, 2009 at 5:58 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:
>>
>> The particle system could easily do it!  :)  ..and then we can
>> introduce the pixel graphics and waving grass and hair that looks so
>> real that it shimmers in the wind, and lighting systems that
>> automatically changed based on time of day..
>>
>> but seriously, we could script mini particle systems as pieces of fog
>> that could move around based on where you are.
>>
>> On Tue, Jul 7, 2009 at 5:42 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
>> > 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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