[project1dev] Re: how else can I help

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 6 Apr 2009 12:04:25 -0700

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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