[project1dev] Re: how else can I help

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 6 Apr 2009 21:36:33 -0700

yeah its a bitch.. ill stop. you make a good point. i didnt get very far
because it takes a bit to get used to.

On Mon, Apr 6, 2009 at 9:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> and hey dont kill yourself over walling that map, it would suck if wurmz
> was doin the art and realized "we have to place these walls differently"
> which would totally make it wasted effort lol
>
> so up to you shrug hehe... man is it a pain though isnt it?
>
>
> On Mon, Apr 6, 2009 at 8:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> I think scripts are good enough to make some enemies yeah...
>>
>> the only weird thing i can think of is you can't move enemies with
>> collision tests so i dunno how that would work.
>>
>> I can code that next if you want me to though (:
>>
>>
>> On Mon, Apr 6, 2009 at 8:18 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> Ok, I see what you mean about the coding. It will be cool to learn some
>>> of it to be able to modify scripting stuff later.
>>>
>>> Not sure where to start with monsters. Is the scripting currently
>>> powerful enough to make a monster? I'll experiment around until you reply
>>> back.
>>>
>>> Sure, I'll add some of the wall work on.
>>>
>>> A little art goes a long way in making things look nice. Your art makes
>>> it much nicer. I can't wait to have better stuff.
>>>
>>>
>>> On Mon, Apr 6, 2009 at 7:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>>> For the coding stuff don't worry it'll all be simple stuff.  I thought
>>>> it would be kinda cool since you are learning C# if you got to code a few
>>>> things, i was thinking specifically if you learned how to make new script
>>>> functions etc so you could improve script functionality.  BUT!  That can
>>>> wait til later, if you even want to try it at all so shrug it can wait.
>>>> When/IF you do want to try any of that i'd totally help you out and point
>>>> you in the right directions and stuff.  It wouldn't be anything you 
>>>> couldn't
>>>> handle (:
>>>>
>>>> Building will be a lot easier when we have the basic design stuff
>>>> finalized and the setting and stuff... it should be more like "hey there's 
>>>> a
>>>> mountain over here than needs this and that in it" and then bam someone can
>>>> go off and build it up, and then it gets an art pass, enemies, lighting 
>>>> etc.
>>>>
>>>> This first area seems like it's a bit agonizing in comparison just as we
>>>> work out the details of how the workflow will work etc :P
>>>>
>>>> Eric was sayin we could do whatever for the monsters in the cave, so
>>>> like you could do whatever.  Have monsters that detect when you are near 
>>>> and
>>>> chase you, or bats which fly around, i dunno shrug.
>>>>
>>>> I dunno what the next area would be, I think eric is finalizing all that
>>>> stuff (game play stuff, things about the world etc) so we'll have some more
>>>> direction after this iteration.
>>>>
>>>> which will be nice!
>>>>
>>>> So yeah shrug, i'd say scripting monsters would be most helpful right
>>>> now (the enemy pass should be comin after the prettying pass!), or like you
>>>> could practice doing stuff like have something like when you step in front
>>>> of a door it opens (like slides down into the floor or something).
>>>>
>>>> If you want a tedious task you could finish adding the walls and stuff
>>>> to the cave map (it's fricken tediuous).
>>>>
>>>> I'm hopin wurmz will wanna make the better walls and rail tracks, but if
>>>> not eric said he could do it.
>>>>
>>>>
>>>>
>>>> On Mon, Apr 6, 2009 at 4:35 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> I will avoid making complex physics related stuff until the engine is
>>>>> locked down. I learned my lesson before =P
>>>>>
>>>>> Don't know how to do the coding portion. I would probably be better off
>>>>> trying to script out an enemy prototype or dungeon.
>>>>>
>>>>> What kind of enemies will be mining?
>>>>>
>>>>> What time frame, genre, or era does this game take place in?
>>>>>
>>>>> If I did want to make another dungeon, what kind of places will our
>>>>> adventurer travel to?
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Apr 6, 2009 at 12:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> oh hey btw - you are going to hate me for this lol...
>>>>>>
>>>>>> Since the player's character hasnt been made up yet and the scale of
>>>>>> the world isnt really clear yet, the player's jump height and gravity 
>>>>>> aren't
>>>>>> yet finalized so that means jumps that work now may change later :P
>>>>>>
>>>>>> but of course, we cant figure out jumping power and gravity until we
>>>>>> have actual maps to play around with it!
>>>>>>
>>>>>> So, it's the chicken and the egg problem, but physics may change haha
>>>>>> ): ):
>>>>>>
>>>>>> having flashbacks of megaman? tee hee.
>>>>>>
>>>>>> Hey eric, how action / physicy do you think the world will be?
>>>>>>
>>>>>> Like... could we have areas where wind blows and pushes you around?
>>>>>>
>>>>>> What about "jump pads"
>>>>>>
>>>>>> and what about literally having somethign like the player is in a
>>>>>> pinball machine getting tossed all around everywhere.
>>>>>>
>>>>>> too much action/physics stuff or no?
>>>>>>
>>>>>> If not, we could start to add in that kind of functionality too... I
>>>>>> could show kent where that kind of stuff happens in the engine if he 
>>>>>> wants
>>>>>> to help code it as well (:
>>>>>> On Mon, Apr 6, 2009 at 12:00 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> I have a pretty simple coding task for you if you want it.
>>>>>>>
>>>>>>> It's just making it so you can do in script something like:
>>>>>>>
>>>>>>> DefineScriptVolume(100,100,0,50,50,1000,"PlayerEnteredDoor");
>>>>>>>
>>>>>>> That defines an invisible box that sits at 100,100,0 and has extents
>>>>>>> of 50,50,1000, and when the player enters that area it will call the 
>>>>>>> script
>>>>>>> function PlayerEnteredDoor().
>>>>>>>
>>>>>>> That'll be useful for stuff like making switches the player steps on
>>>>>>> that makes things happen, or making the ground crumble away behind the
>>>>>>> player after they walk over a ledge, stuff like that (:
>>>>>>>
>>>>>>> If you'd rather do something else, you could start prototyping
>>>>>>> enemies via the scripting language.
>>>>>>>
>>>>>>> Ie you could make a rat creature that wandered around, or a jelly
>>>>>>> that jumped around randomly, or shrug whatever kinda enemies you wanna 
>>>>>>> make.
>>>>>>>
>>>>>>> After some are prototyped we can see what we need to do to make the
>>>>>>> process simpler (like making the common parts be part of the engine and 
>>>>>>> just
>>>>>>> have a few simple script commands to do the bulk of the work).
>>>>>>>
>>>>>>> What do you think, do either of those sound interesting?
>>>>>>>
>>>>>>> If you wanted to, you could also just mess around builing an area
>>>>>>> that uses features we are likely to want in the future (like moving
>>>>>>> platform, switches, logic puzzles, flame throwers built into the walls,
>>>>>>> traps, etc) and so we can get a head start on those things (:
>>>>>>>   On Mon, Apr 6, 2009 at 11:48 AM, Kent Petersen 
>>>>>>> <kentkmp@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> So, now that the cave is under construction and out of my control
>>>>>>>> how else can I help? Are there scripts to play with? Things to design? 
>>>>>>>> What
>>>>>>>> else is needed?
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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