[project1dev] Re: Temple Concerns and Decisions

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Jul 2009 21:11:25 -0700

If you need any help send me an email. I have some ideas of how you could do
some of it

On Tue, Jul 7, 2009 at 7:22 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> hmm, can you explain what you mean a little more?
>
> btw for your proof of concept i dont think you should use the particle
> system, i dont think it'll be able to do what you need.
>
> after you get it working, we could look into upgrading the particle system
> with features enough to support how your fog works but we should try and do
> it "manually" first just so we can get it working before we figure out how
> to optomize it and fine tune it (:
>
>
> On Tue, Jul 7, 2009 at 7:15 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>
>> A specific question, is there a way to make it so the particles are
>> "bounding" inside the box that you create them in?
>>
>> 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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>

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