[project1dev] Re: Weekly update 3

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 7 Dec 2009 21:05:53 -0500

hey wurmz, i was thinking i could build the 3d and animate it (i guess you
could build the clockwork behind it if you wanted, not sure how into 3d you
are) as opposed to a static image

On Mon, Dec 7, 2009 at 8:58 PM, <mattthefiend@xxxxxxxxx> wrote:

> 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
> ------------------------------
> *From: * eric drewes <figarus@xxxxxxxxx>
> *Date: *Mon, 7 Dec 2009 08:55:55 -0500
> *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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