[project1dev] Re: map stuff

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 03:12:28 +0000

Hey kent something I was thinking was if we want to keep the spazzy monsters at 
the end we can make them baby worms (chris has a big cave worm in progress for 
the boss) ill build models for it that way if ya want
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Kent Petersen <kentkmp@xxxxxxxxx>

Date: Sun, 17 May 2009 19:48:31 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: map stuff


Ok, so you would like the miners to follow paths that make more sense in a
mining sense. Like standing next to walls or pacing around to different
mining spots right? You would also like it so when they get close enough to
the player, say 5 distance, they start chasing him. Then after some set
amount of time, say 2 seconds, they get tired and go back to where they
started and continue their original pathing.

For this you would like
Enemies to chase when close
Enemies to stop chasing after a while
Less enemies

Sound right?

On Sun, May 17, 2009 at 7:35 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> ok, i beat the map! also i added a new temporary model for the walker... i
> havent added animation or clothing/weapons to it yet though.  also i noticed
> the walker either faces the correct way in battle or walking around, not
> both! i wasn't sure how to fix that...
>
> i am still getting workflow going for the art, its kinda crazy thus far and
> i havent quite figured out how to get animation going efficiently and will
> have to tackle that tomorrow.  just wanted to get the model checked in...
> also still dealing with texture issues and milkshape :-\
>
> as far as the game goes...
>
> man its pretty tough, i really sweated it out against the boss but was able
> to win, dodge the monsters the rest of the way, jump across the platform
> (which was fucking cool btw) and escape!
>
> some quick comments:
>
> umm the walkers seem to run around sorta aimlessly which works for the
> gameplay portion but doesnt seem to make sense why they'd run around like
> that especially at the end when the freak out.  I realize that was mostly
> just fooling around for the education and fun (the cave is perfect for
> testing stuff like that)  but i think maybe a more realistic movement
> pattern would be better longterm... maybe they could home in and follow you
> if you got near them and they would chase you for awhile until they got
> winded? that combined w/ less monsters would be really cool.  when i get
> animation down i can make a winded animation to show them bent over and
> panting.
>
>
>

Other related posts: