[project1dev] Re: map stuff

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 14:36:19 -0700

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.
>>>
>>>
>>>
>>
>>
>

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