[project1dev] Re: our act raiser game on the artistic front

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 2 May 2010 13:31:12 -0700

Thats a good question...

Right now im just trying to figure out how the basics of how everything is
going to work so not real sure at the moment what we need scripted but there
will be plenty of stuff to script :P

I would say right now doing the pirate dice stuff is perfect, but if you
wanted something to work on in act raiser, i think starting to work on the 2
enemy types (and their spawners) would be good.

*Forest Troll Hut* - sits on the map and spawns forest trolls at a specific
rate, probably limits spawning so that there is at most some maximum number
of forest trolls on the map.  There's going to be like 3 or 4 of these in
the first level.

*Forest Troll* - spawned from forest troll huts, these guys wander around
the map.  They beat on houses with a melee attack, and also beat on citizens
and eat them (not sure if we are going to have citizens wandering around or
not).  I think we need some way of these guys hurting the player.  In the
origional game, since it was 2d, any enemy you bumped would cause you
damage.  In this game since it's 3d you can obviously tell you aren't
bumping into a land enemy while flying around.  Should they throw rocks at
you if you get close to them maybe?

*Bat Hole* - similar to the forest troll hut, this sits somewhere and spawns
bat enemies at a specifc rate, with population limit etc.  There's going to
be like 1 or 2 of these in the first level.

*Bat* - These guys fly around the map.  If you bump into them, they hurt
you.  Their attack vs the town is that they hover directly over a house and
then pull people out of the house and fly back to their base.  If you kill
them while they are carrying people, the people drop to the ground, do a
little "thank you!" wave thing and then either head back to the house or
just kinda fade out and its implied they end up back at the town.

I'm putting this on the wiki too (:

On Sun, May 2, 2010 at 1:19 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Sounds good.
>
> What scripts are most important for you? What stuff would you like made
> first?
>
>
> On Sat, May 1, 2010 at 10:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> Katie and I talked about some basic stuff about the game and this first
>> level to work out a plan of attack for the various stuff about the game that
>> related to where tech and art overlap.
>>
>> What we wewre thinkin is...
>>
>> #1 - first we are going to get the terrain of the map worked out.  I drew
>> up a more detailed version of the map of level 1 and she's going to model
>> the terrain... the mountains, the flat areas, a little canal where the river
>> is going to be and that kind of stuff.
>>
>> #2 - after that we are going to be usin the terrain shader i made today to
>> texture the terrain model she made, starting in on that when the map is
>> partly done so that we can make sure it'll work like we want it.  She was
>> thinkin that looked like it would work pretty good for our needs.
>>
>> #3 - after that, the focus is going to be on the other natural features of
>> the terrain - like the trees, the river (im going to be working on a complex
>> shader for that which i saw on the net), any kind of decorative natural
>> props such as boulders or fallen logs.
>>
>> #4 - after that, the focus is going to be on the man made stuff, like the
>> main base, the huts and the roads.
>>
>> #5 - after that, the characters like the player, the forest trolls, the
>> citizens and the bats.
>>
>> #6 - we might have to do something for effects, like when you cast a
>> lightning bolt, do your attack, etc.
>>
>> #6 - success?  onto the FPS portion of the game?
>>
>> Codewise i'll be followin a similar path and try to keep ahead of the game
>> a little to try and have solutions for problems before they come up.
>>
>> Anyhow! What we were thinkin for the logistics of the map is...
>>
>> * The AI will build in a "tiled" formation on the map, in a similar way to
>> how they do it on the snes game so it will be a little grid-ish.  The
>> original game disguised the fact that it was a grid pretty well i think, we
>> can probly do similar stuff (:
>>
>> * The area you build on will have to be flat so that the buildings can sit
>> right on the ground.  The area you DONT build on can be rugged if we want
>> and all sorts of heights.  If the flat areas where you build look unnatural
>> and dont fit in, we might be able to do something where the ground elevation
>> where you build can vary, but it can only change on a "tile border", ie no
>> height change in the middle of a tile.
>>
>> * Right now, the character has collision detection on but he flies through
>> the air.  My thinking is he'll be able to fly over buildings, forests,
>> rivers and such, but if he runs into a mountain it stops him.  Basically the
>> mountains are the borders of the map, but also can be used to block the
>> player on levels if we wanted to.
>>
>> * On the edges of the map, we'll pad it with impassible mountains so that
>> when you get to the edges of the map, you can't look off into space.  We'll
>> have to figure out how big we want everything to be, how big the character
>> is, how high he is off the ground and how zoomed out the camera is to be
>> able to figure out how much padding we need.
>>
>> * If we want to, we can put the mountainous border around the player in
>> such a way that the map doesn't have to be rectangular.  It can be any shape
>> since we define the border by usin mountains.
>>
>> What you guys think, sound pretty decent?
>>
>>
>

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