haha if we had an in game editor I would just squee with joy Alan, just so you know. On Mon, Apr 6, 2009 at 9:40 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > hey btw, wurmz is rebooting but hes getting SVn and gonna check out the game > to make better models. > > he said hes doing some left for dead tournaments lately (on PC) but after > thats over he'll be more into the project so that's pretty rad (: > > On Mon, Apr 6, 2009 at 9:38 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >> 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? >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> > >