[project1dev] Re: how else can I help

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 6 Apr 2009 21:37:34 -0700

hey kent, if we can convince shadows to join us, maybe we can convince him
to make an in game editor.

hehe (:

On Mon, Apr 6, 2009 at 9:36 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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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