I know what you mean. It felt unpolished. I look forward to more of your art On Sun, May 17, 2009 at 8:19 PM, <figarus@xxxxxxxxx> wrote: > 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 > > ------------------------------ > *From*: Kent Petersen > *Date*: Sun, 17 May 2009 20:15:22 -0700 > *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. >>> >>> >>> >> >> >