and hey if what im sayin makes no sense, i can modify whatever art to have the origin in the right place (: On Sun, Jul 19, 2009 at 5:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Well hey I think both of these things might be simplified by clever placing > of the origin in the models. > > for the floor trap, the model just needs to have it's "hinge edge" on the > origin (instead of the full thing in the perfect center). > > that way when you rotate it, the edge against the sides doesnt rotate but > the other one does. You know what i mean? and you'd just have the trap > load up 2 models, one for each side if it's a double door. > > for the swinging log you could set the origin up like this: > > + <---- origin (directly above point of log impact) > > |=====| <--- log point of impact > > > If you rotate that setup on the Y axis, it will go vertical, and then when > the trap is sprung, just rotate it the opposite direction on the Y axis and > it will look like it's swinging in and hit the player. > > we might have to talk about how it detects whether it hit the player or not > but shrug that should make it work right visually > > > On Sun, Jul 19, 2009 at 4:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> I see what you mean. I was speficially thinking the spike trap which is >> perfectly fine the way it is, the floor_trap trap door that Rorac and I have >> been talking about, and the swinglog. >> >> The floor_trap is supposed to be a double door trap door that swings open. >> The way rotation works right now it would be tough to make to doors swing >> open by script (things rotate around the center). >> >> The swinging log is supposed to swing down toward the player once they >> cross a line. The log is supposed to be avoidable by either side stepping or >> jumping on top. At first I imagined it would start verticle and swing and >> rotate to horizontal. I think thats too much work now. My new idea is to >> leave the log laying horizontal and have it swing toward the player with no >> rotation. >> >> >> On Sun, Jul 19, 2009 at 1:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> 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? >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >