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 Sent via BlackBerry from T-Mobile -----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. >> >> >> > >