[project1dev] Re: how else can I help

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 6 Apr 2009 16:35:37 -0700

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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