that would be pretty awesome. it would save a huuuuge amount of time On Mon, Apr 6, 2009 at 9:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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? >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >