[project1dev] Re: animation questions

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 19 Jul 2009 12:44:02 -0700

we can talk details if you want...

are these all the traps?

#1 - spike tile
#2 - arrow tile
#3 - falling tile (you step on it and it falls)
#4 - swinging log

Spike trap - seems like it could go either way.  If we go animation, we
would just make it do damage to the player if the player touches the tile
while the spike animation is playing.  We'd just have to be able to tell if
the animation was playing or not.

arrow tile - i think this one works ok like you have it, what do you think?

falling tile - i think this works like you have it too but i dunno, what do
you think?

swinging log - hey do you know how this trap is actually going to work?
Either way we do it im kinda wonderin how collision detection is gonna work,
but maybe we can get away with some tricks depending on how the traps
triggered.

On Sun, Jul 19, 2009 at 12:22 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Hrm, well I think we should figure it out on a trap by trap basis whether
> it would be better to be animated or simulated in script, cause some it
> makes more sense to be animation, and others it makes more sense to be
> simulated I think.
>
>
> On Sun, Jul 19, 2009 at 12:13 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> So I guess my question is mainly for Alan but what should I be doing about
>> animation since we are going through an animation upgrade. Like I can make
>> the traps I'm working on to rotate, swing, move, whatever but I'm betting an
>> artist or an animator may be able to do a better job than I can. I was
>> thinking I should just make temp animation with temp art and not put too
>> much time into either. What do you think?
>>
>
>

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