[project1dev] Re: how else can I help

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 6 Apr 2009 20:20:05 -0700

Oh man, the mapping is hard to follow for adding walls n rails. I think we
need to come up with a better protocol for creating maps.

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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