[project1dev] Re: map stuff

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 03:19:14 +0000

I like the gameplay part of trying to avoid them it just seemed a lil 
unnatural.  I will build new models for the mining machine tomorrow too and 
lanterns.  Just dealt with some technical issues 
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-----Original Message-----
From: Kent Petersen <kentkmp@xxxxxxxxx>

Date: Sun, 17 May 2009 20:15:22 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: map stuff


Whatever is fine. I was just putting down guys cuz no one said anything. I
thought, if I were in the cave I would panic and I went with that as a
theme. If you have a better idea by all means use it. I will happily make it
so enemies chase you n stuff. I like your ideas.

On Sun, May 17, 2009 at 8:12 PM, <figarus@xxxxxxxxx> wrote:

> 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
>
> ------------------------------
> *From*: Kent Petersen
> *Date*: Sun, 17 May 2009 19:48:31 -0700
> *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.
>>
>>
>>
>
>

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