[project1dev] Re: how else can I help

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Apr 2009 00:43:38 -0700

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

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