[project1dev] Re: lowering ceiling trap discussion

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 17:30:44 -0700

I'll get the rest of those perk graphics for you later today to help cheer
you up, Mr. Eric. :P

On Thu, Jun 11, 2009 at 5:23 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> on stuff like the slide thing, i think ppl throw ideas out there and its
> not necessarily something that has to be in this milestone but i dont want
> to discourage cool ideas for the future just because its not something that
> will be  done immediately... as far as tech goes -- of course i defer to
> alan :)
> btw, after working a 11 hour day (NO BREAKS, minus 15 minutes to grab a
> bite at lunch time) i got home and my car battery was shorted out so i had
> to fix that chit... good times.
>
>
> On Thu, Jun 11, 2009 at 8:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> I still think it's a good idea but since we are still trying to figure out
>> our workflow etc i dont think it'd be clear what he'd be doing and we don't
>> know yet what we need him to do.
>>
>> seems like a good idea for soon but not yet IMO
>> On Thu, Jun 11, 2009 at 2:30 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> What ever happened to Travis being a producer?
>>>
>>>
>>> On Thu, Jun 11, 2009 at 2:28 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> oh ok cool
>>>>
>>>> we just gotta be careful of adding in major features while we are
>>>> working on a milestone
>>>>
>>>> Idealy how it works is we plan out a bite sized chunk of the game that
>>>> has an equal amount of art, tech, script, design, etc and then we mostly
>>>> stick to the plan (but yeah, stuff will change from the plan as we make it
>>>> of course).
>>>>
>>>> But all the major things should be figured out ahead of time otherwise
>>>> it screws it all up :P
>>>>   On Thu, Jun 11, 2009 at 2:07 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> If I'm not mistaken we scrapped the slide idea for this milestone. We
>>>>> will put it back in when we have those minigame abilities
>>>>>
>>>>>
>>>>> On Thu, Jun 11, 2009 at 2:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>>  "Once friction is implemented it would be neat if you were dropped
>>>>>> onto a giant slide."
>>>>>>
>>>>>> FYI this is the first ive heard about this and it's a major change.
>>>>>> We need to be better about figuring out major changes in advance cause 
>>>>>> talk
>>>>>> is cheap, but coding takes time :/
>>>>>>
>>>>>>  On Thu, Jun 11, 2009 at 1:20 PM, Nick Klotz 
>>>>>> <roracsenshi@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> The three puzzles discussed and agreed are were this:
>>>>>>>
>>>>>>> 1) Picture/painting puzzle that needs to be corrected for the ceiling
>>>>>>> to stop.
>>>>>>> 2) 4 Statues (each a different height) pushed into a specific
>>>>>>> location in a specific order to stop the ceiling.
>>>>>>> 3) Finding a hidden lever or pulley that opens a 'safe' trap door
>>>>>>> which saves you from being crushed or having to restart the room.
>>>>>>>
>>>>>>>
>>>>>>> Kent, if you look at the temple overhead view of the map I gave it
>>>>>>> shows the basement as a connection to the upperfloor if you fall down
>>>>>>> through the trapdoor. Once friction is implemented it would be neat if 
>>>>>>> you
>>>>>>> were dropped onto a giant slide.  Over the weekend I'll work on a 
>>>>>>> sketch for
>>>>>>> the construction of how the ceiling room will be laid out, where the 
>>>>>>> statues
>>>>>>> are, how the drop-floor will work, etc.  Expect something by monday (I'm
>>>>>>> going out for the weekend soon).
>>>>>>>
>>>>>>>
>>>>>>> The sketch I'll run by Eric and talk over with Kent before releasing.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Thu, Jun 11, 2009 at 3:15 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> color changing puzzle is basically done. it just needs art
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, Jun 11, 2009 at 1:14 PM, Matthew Morgan <MMorgan@xxxxxxxxxx
>>>>>>>> > wrote:
>>>>>>>>
>>>>>>>>>  The other one was the painting hue change?
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>>>>>>>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe
>>>>>>>>> *Sent:* Thursday, June 11, 2009 1:13 PM
>>>>>>>>>
>>>>>>>>> *To:* project1dev@xxxxxxxxxxxxx
>>>>>>>>> *Subject:* [project1dev] Re: lowering ceiling trap discussion
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> that's good thinkin, you are right this would be a good type of
>>>>>>>>> scenario we could do this for
>>>>>>>>>
>>>>>>>>> On Thu, Jun 11, 2009 at 11:18 AM, eric drewes <figarus@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> *ponders* although if we built this scene in its own map we could
>>>>>>>>> go over the shoulder for dramatic affect and the fact that its not 
>>>>>>>>> optimized
>>>>>>>>> would be ok because it is only rendering a small area... i am down 
>>>>>>>>> with this
>>>>>>>>> but alan may smack my hand for suggesting it :) or worse!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>  On Thu, Jun 11, 2009 at 2:13 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Trash Compactor esque wall idea is a good alternative.
>>>>>>>>>
>>>>>>>>> I don't know about a shoulder cam because the game will not be
>>>>>>>>> optimized for that view. I would suggest avoiding it most of the time.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Jun 11, 2009 at 10:55 AM, Chris Sherman <
>>>>>>>>> cshermandesign@xxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>> You totally know he owns copyrights on ceilings and floors of all
>>>>>>>>> types!
>>>>>>>>>
>>>>>>>>> Sent from my BlackBerry
>>>>>>>>>  ------------------------------
>>>>>>>>>
>>>>>>>>> *From*: eric drewes
>>>>>>>>> *Date*: Thu, 11 Jun 2009 13:42:00 -0400
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *To*: <project1dev@xxxxxxxxxxxxx>
>>>>>>>>> *Subject*: [project1dev] Re: lowering ceiling trap discussion
>>>>>>>>>
>>>>>>>>> george lucas is too busy playing with his jar jar toys to care, and
>>>>>>>>> im sure lowering ceilings/crushing walls have been used before he put 
>>>>>>>>> it in
>>>>>>>>> those movies :P haha (but maybe not!)
>>>>>>>>>
>>>>>>>>> ceiling lowering is better from a puzzle standpoint because we have
>>>>>>>>> 3 puzzles for that room that need floor space to perform
>>>>>>>>>
>>>>>>>>> On Thu, Jun 11, 2009 at 1:37 PM, Chris Sherman <
>>>>>>>>> cshermandesign@xxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>> What if instead of the ceiling lowering you have the walls come in.
>>>>>>>>> Either way George Lucas is gonna be pissed (ie indiana jones for the 
>>>>>>>>> ceiling
>>>>>>>>> and star wars for the walls)
>>>>>>>>>
>>>>>>>>> Sent from my BlackBerry
>>>>>>>>>  ------------------------------
>>>>>>>>>
>>>>>>>>> *From*: Nick Klotz
>>>>>>>>> *Date*: Thu, 11 Jun 2009 12:30:56 -0500
>>>>>>>>> *To*: <project1dev@xxxxxxxxxxxxx>
>>>>>>>>> *Subject*: [project1dev] Re: lowering ceiling trap discussion
>>>>>>>>>
>>>>>>>>> You walk into the room, door closes behind you. The ceiling begins
>>>>>>>>> to lower. o.0
>>>>>>>>>
>>>>>>>>> Haha, on a technical note.perhaps the ceiling should be mostly
>>>>>>>>> transparent so you can see objects within the room with minimal 
>>>>>>>>> difficulty.
>>>>>>>>> Or the camera could be focused to a near over-the-shoulder style 
>>>>>>>>> (possibly
>>>>>>>>> make a button that switches to 1st person for looking around (can't 
>>>>>>>>> move
>>>>>>>>> while in 1st person)).
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>  On Thu, Jun 11, 2009 at 12:27 PM, Kent Petersen <
>>>>>>>>> kentkmp@xxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>> This discussion is open to everyone. How would you like lowering
>>>>>>>>> ceiling trap to visually work? The game is overhead view so I'm not 
>>>>>>>>> sure.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> ------------------------------
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *******************************************************************************************************************************************************************
>>>>>>>>>
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>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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