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! >> > >