[project1dev] Re: Temple Concerns and Decisions

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Jul 2009 19:14:30 -0700

You can use the particles to make really cool looking rain and snow :)
 The model with the texture wurmz made is very snowy-ish.  If we make
it flicker like that candle, I think it would emulate fog.

On Tue, Jul 7, 2009 at 6:22 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
> cool yeah, ask if you need any help or anything, it'll be neat if it works
> out well (:
>
> On Tue, Jul 7, 2009 at 6:17 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:
>>
>> 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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