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? >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >