[project1dev] Re: how else can I help

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 6 Apr 2009 20:26:57 -0700

Did you do one wall than the other or jump back and forth

On Mon, Apr 6, 2009 at 8:20 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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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