[project1dev] Re: file organization

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 25 Apr 2009 20:29:00 -0700

About it being actiony, I keep looking at the game and wishing we
could create a fight system like kingdom hearts :)

But because I've played with the map stuff I know it'll be much harder
to tackle something on that scale, so I think this game should stick
with just the overhead view and rpg setting.  If we all get the
experience we need from this game, we could always use the engine from
this one to do another, but make it action based!

On Sat, Apr 25, 2009 at 6:55 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> No problem (:
> So far i dont see any features that we would need to do something like that,
> but Eric does want the game to be pretty actiony (which is a good thing!) so
> we maybe we will need a physics library in the end! :P
> On Sat, Apr 25, 2009 at 6:31 PM, Chris Sherman <cshermandesign@xxxxxxxxx>
> wrote:
>> Sorry, haven't had a chance to run the game yet. I've been playing with my
>> daughter all wknd :p
>> Sent from my BlackBerry
>> ________________________________
>> From: Alan Wolfe
>> Date: Sat, 25 Apr 2009 18:27:56 -0700
>> To: <project1dev@xxxxxxxxxxxxx>
>> Subject: [project1dev] Re: file organization
>> Well, so far i dont see a reason why we would need something like that.
>> We need physics and collision deffinately.  So far we have that and it'll
>> get better as we put more time into it, but i dont think we need to
>> integrate havok or anything like that into our game.
>> On Sat, Apr 25, 2009 at 6:22 PM, Chris Sherman <cshermandesign@xxxxxxxxx>
>> wrote:
>>> How hard would it be to integrate an open source physics engine in at
>>> this point? I know Ogre provides a free SDK. It might be something cool to
>>> try for ragdolls and rigid body physics, collisions and stuff!
>>> Sent from my BlackBerry
>>> ________________________________
>>> From: Alan Wolfe
>>> Date: Sat, 25 Apr 2009 18:09:29 -0700
>>> To: <project1dev@xxxxxxxxxxxxx>
>>> Subject: [project1dev] file organization
>>> Hey,
>>> We are going to have SOOOOOO many files to this game before long.
>>> We are going to have map scripts, combat arena scripts, enemy scritps,
>>> combat enemy scripts, behavior scripts (like kent's pathing script)...
>>> images, models, sound effetcs, music, etc
>>> So i was thinking, before it gets bad we should figure out how we want to
>>> organize files.  If you guys want to wait til it gets bad then handle it
>>> then, that's cool too though since we might not yet know how files should be
>>> organized :P
>>> i was tryin to do this a little by having all the cavemap art be in the
>>> cavemap folder, but "cavemap" isnt really a good name cause lol, we'll
>>> probably have a lot of caves in the game... :P
>>> any ideas? Or do you guys wanna just leave it alone for now until we have
>>> a better idea of how the maps going to be laid out (which will help figure
>>> out how files should be laid out / named)

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