[project1dev] Re: how else can I help

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Apr 2009 08:35:34 -0700

It sounds good to me and that stuff should be possible yeah (:

On Tue, Apr 7, 2009 at 6:33 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> character art...
>
> after doing concept sketches for the art style we are going to go for...i
> keep coming back to a certain style because of the things it will allow us
> to do in game.  However, this style will influence everything else so I
> wanted to get your opinions before plunging in... :) want to make sure it's
> conducive with what we want.
>
> basically, theres certain limitations we have and certain things we want
> our characters to do...  i think the ability to show emotion, to customize
> different characters so we can have a ton of unique NPC's/PC's, as well as
> the ability to display what armor, etc the character is wearing on the
> model is important - those things are paramount in my mind.
>
> basically what i am thinking of is like chrono trigger style pixel art come
> to life in a 3d world, something simple and clean but with a ton of
> customization - maybe something like the xbox360 avatars or wii mii's but w/
> more detail and obviously with weapons/armor... we could do facial
> expressions pretty easily that way and also let users customize a ton on
> their appearance (as well as us building NPC's and monsters) - items would
> be designed to work with most models (although thered be female only stuff,
> etc. )
>
>
>
>
> On Tue, Apr 7, 2009 at 8:27 AM, <figarus@xxxxxxxxx> wrote:
>
>> i would "squee" too but i understand the time limitations and trust alan's
>> view on this :) hopefully when the code team grows it can become someones
>> project.
>>
>> hey alan, you asked how actiony the world is going to be -- I would say,
>> as actiony as possible. seriously, i envision swinging on ropes, running
>> from monsters while they chased you through crazy obstacle laden caverns,
>> indiana jonesesque boulder scenes, the works. more actiony than SNES zeldas
>> for sure.
>>
>>
>>
>>
>> On Apr 7, 2009 3:43am, Chris Riccobono <crysalim@xxxxxxxxx> wrote:
>> > 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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