[project1dev] Re: how else can I help

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Apr 2009 10:16:09 -0700

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

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