[project1dev] Re: Weekly update 3

  • From: mattthefiend@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 8 Dec 2009 01:58:59 +0000

I can definitely manage that, I have a few ideas left to implement. Aso chris 
said you wanted a clock behind it?
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: eric drewes <figarus@xxxxxxxxx>
Date: Mon, 7 Dec 2009 08:55:55 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Weekly update 3

the pipes look awesome GREAT job wurmz.  if the brown area was transparent
and we had 3d pipes and gears, etc. behind it, wouldn't it be perfect?  im
thinking like the backgrounds in marvel vs capcom 2 where there were 3d
elements in the background with 2d in the foreground.

hey chris, i just sorta threw the model on a map, i guess i didn't really
think that through.  I know how to use the map editor but I've never made a
map from scratch so maybe its time i learn.  if someone who knows how has
time this week we can work together to get it started... i think there's
info on the wiki so i will mess around w/ it too and try to figure it out
alone.  the room has some more work to do but i think i am going to wait
till bump mapping to perfect it because that will change EVERYTHING (i love
bump mapping).






On Mon, Dec 7, 2009 at 3:04 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> I know these are supposed to come on Mondays, but honestly it is
> easier for me to do it on Sunday night, so I've been doing them early.
>  I think the timing for this will continue to be Sunday
> night/Mondayish.
>
> Anyway, this week saw a lot of good progress!  I think we're starting
> to get into the swing of things again with the amount of work that's
> been happening.  Here's a quick recap of all of that:
>
> - lots of action script and flash coding done by Alan: This was cool
> to see, can't wait to see what kind of things will go in the
> multiplayer :)
> - temple entrance models done by Eric: He got started on the temple
> entrance with the door and the circular room model.  Both are looking
> great!
> - hacking puzzle art: Matt started the final art for the puzzle, and
> it has come along quite a way - you can see the latest revision as an
> attachment to this email.  It has a lot of detail, solving it will be
> pretty fun.  I personally can't wait to see the final puzzle, I'm
> really looking forward to it :)
> - fortune teller tent crash bug: This is -sort- of solved, but not
> really.  Alan started putting in debug code which in itself fixed the
> crash but unfortunately didn't reveal the underlying problem.
> Hopefully we get more info on what caused it as the game goes on and
> we do more testing in areas.
> - biobeast in the temple: Progress on this is coming along just fine,
> Katie has been giving us updates as she goes.  This boss itself may
> end up with a cool cinematic entrance, and there's really room to do a
> lot with it as one of our first big bosses!
>
> On top of that sweet list of progress, there's 3 new tasks this week.
>
> * lighting in the editor - priority 2: This will help a lot in the
> short term for building the temple and setting a precedent for how we
> can get good use out of our area models for the rest of the game.
> * bumpmapping - priority 2: This'll be another improvement to our
> graphics like shaders were, making things look a bit more realistic,
> and get the most out of reusing models and textures.
> * mapping out the temple entrance - priority 2: Now that Eric has
> models made we just need to get them laid out in the map, so lets
> figure that out this week.
>
> Alan has a continuing task of implementing .fx files in the game, that
> will take priority before he starts on one of the tasks above.  Other
> than that, we have Kent who will finish the puzzle after the final art
> is finished, and more misc temple building tasks ahead.
>
> I think there was a decent amount of progress these past several days,
> so good job guys!
>

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