[project1dev] Re: animation questions

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 19 Jul 2009 13:02:20 -0700

Er actually im thinking i recall eric sayin something like dont worry about
animations for this milestone, we were just gonna do some simple animations
for the fortuneteller.

If that's the case that's actually a godo thing so we dont bloat this
milestone to include more and more features and never be done with it.

maybe we just keep traps as manual scripted simulations like you have been
doing, and keep animation minimal this milestone, then firgure out for the
next milestone what we wanna do.

As we get more features in the game too we'll probably revisit old areas and
"upgrade them" with the new tech i bet.

On Sun, Jul 19, 2009 at 12:47 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Hey Kent,
>
> I just realized too... I'm not sure if we want it but we could do blood
> particles spray out  when arrows, spikes, or the log hits you.
>
> We haven't really talked at all about how the player reacts when a trap
> hits em, but i guess since we barely even have animation support that makes
> sense lol.
>
> Hey you got any thoughts on this Eric?  As far as what happens visually
> when the player gets hit by a trap?
>
>
> On Sun, Jul 19, 2009 at 12:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> 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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