Sounds good to me too On Tue, Apr 7, 2009 at 8:35 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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? >>> > >>> > >>>>>>>>>>> >>> > >>> > >>>>>>>>>> >>> > >>> > >>>>>>>>> >>> > >>> > >>>>>>>> >>> > >>> > >>>>>>> >>> > >>> > >>>>>> >>> > >>> > >>>>> >>> > >>> > >>>> >>> > >>> > >>> >>> > >>> > >> >>> > >>> > > >>> > >>> > > >>> > >>> > >>> > >>> >> >> >