[project1dev] Re: milestones 2 progress

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Jul 2009 13:18:32 -0400

yes that sounds good.  they are easy to dodge right now but i like the way
it works, very smooth and fun.  i actually think the arrow area could be the
whole length of that hall way and be really fun but i leave that to your
discretion.  as far as character creation goes, i am with you, the more
arrows hit, the lower bonus to agility you receive, etc.

On Tue, Jul 7, 2009 at 1:16 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Thanks for the kind words on the trap development.
>
> I was planning on having the tiles span out the length of the hallway going
> right. I should be able to finish that up today.
>
> I feel that the penalty should be decided on how that test will effect the
> character creation process. I was thinking that it would just keep track of
> how many arrows hit the player and decide the players attributes
> accordingly. I think arrow collision should probably stun the player for a
> moment or something to that effect but allow them to move on. I was also
> thinking the tiles should lower quicker so the player would not be able to
> skip across the top without triggering any arrows. If the tiles do trigger
> quicker I was thinking the arrows should be semi avoidable. I would also
> like to make it so the arrows shoot out of a few different spots making them
> harder to dodge. Any thoughts on that?
>
> Eric - How will the first trap section effect the player? Am I thinking
> something similar to you or?
>
>
> On Tue, Jul 7, 2009 at 10:08 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> Yea, I'm guilty of slacking off a bit over the last week myself.  Anyway,
>> started working on the temple again today.  Goal is to finish walling off
>> the first floor by the time I go out today (around 5-6pm); still coming up
>> with ideas for how the second floor will be attached/looked, and will have a
>> rough draft beginning later in the week.
>>
>> As Eric said, Alex is working on me with the temple as far as art is
>> concerned, possibly save me from making 600 temp models, haha.
>>
>> Kent, as far as the hallway trap is concerned, is that as far as you want
>> it to go or did you want to extend it further?  Additionally, do we want the
>> player to have to start over from the beginning of the hallway, or is there
>> some other penalty for missing a jump?
>>
>>
>>
>>
>> On Tue, Jul 7, 2009 at 12:03 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>>> update... i am still working on art for voidmap but we can get together
>>> to get the dialogue in for the tent and voidmap, alex is working with nick
>>> on art for the temple map as well as some character art 3dwise... i think
>>> kinda everyone is stretched thin right now but trying to plug away :P  my
>>> personal goal for this week is to get the fortune teller art done, the
>>> dialogue written and the void map finished so i can start working on
>>> character creation with alan and the temple with nick/alex/you
>>>
>>> hey btw, i like the look/feel of the arrow shooting trap - its really
>>> neat, i also like the way the player falls through the tiles.  good stuff
>>> hombre
>>>
>>>
>>> On Tue, Jul 7, 2009 at 12:57 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> Hey everyone. I am back from slacking off all 4th of July weekend and I
>>>> was wondering how the status of the project is going? What is everyone
>>>> working on? How close are we to finishing up the voidmap? What still needs
>>>> to get done? Does anyone need help with anything in particular? I have next
>>>> week off work and could dedicate a lot of time to the project.
>>>
>>>
>>>
>>
>

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