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Team Mutalisk

12,778 bytes added, 22:47, 29 September 2010
Wed, Sept 29 @ 7:00pm
===Wed, Sept 29 @ 7:00pm===
IRC Meeting<br />
In Freenode, /join #seneca-students<br />Once everyone *IRC Log*<pre> <northWind> we need to work out a proposal <tdot> i liked the idea ljubo told me yesterday <northWind> essentially a 250 word informal desc. of game idea + bunch of pics <tdot> lol <tdot> how do we get pics of a non-existant game <northWind> i got the pics handled <northWind> like, story board <tdot> lol <tdot> do we even know what we are doing in gam666 <northWind> well <northWind> the last idea we all seemed to agree on was like a rolling ball puzzle game <tdot> yes <tdot> that sounds good <ljubo> I like that idea a lot <ljubo> I was thinking <ljubo> maybe as an alternative to having the board tilt <northWind> ok? <northWind> we like alternatives lol <ljubo> perhaps having a ball that can be moved and turned with the keys <ljubo> like a person <northWind> ahhhhhhhhhhhhhhhhhhhhhhhhhh <tdot> yes northWind likes alternative loving <ljubo> or a 'remote control ball' <ljubo> and <northWind> thats cool <tdot> well we can probably do both <ljubo> kinda 'third person' view <tdot> the input is going to be the least of our problems <northWind> yeah <northWind> ok <ljubo> so you don't see the whole maze <CloudScorpion> just throwing this out there , does this proposal have to our plans for the framework changes y/n? <tdot> yes <northWind> so maybe you can apply force on the board and you can tilt the board? <tdot> thats ljubo's idea i liked <tdot> if its kinda like 3rd person following the ball <CloudScorpion> have to have* <tdot> so you can get lost in the maze <ljubo> yeah <northWind> ok so you want a maze that you can get lost in <ljubo> you can get lost <ljubo> but <ljubo> we put objects around <ljubo> so you learn your way <ljubo> like <ljubo> "I've been down there before and it was a dead end" <ljubo> "I recognize that object - I'll try going right this time instead of left" <northWind> hmmm i may not like the idea of more than very few objects <northWind> and thats just because we don't have time to make models <tdot> lol no <tdot> northWind <tdot> there are many free models online <tdot> as long as we don't animate them <tdot> its pretty fucking simple to do <ljubo> I'm thinking simple things <ljubo> pictures on the wall <ljubo> a lamp <northWind> hmmm interesting <ljubo> chandelier <northWind> in this case, the idea of the game would be to navigate the map <tdot> maybe also include elements for the other type <tdot> like traps you can create fall into <ljubo> it would be like you are walking through a maze/labrinth <northWind> in the original idea w/ a tilting board, the idea is to avoid obstacles and to avoid falling off board or falling into holes <northWind> yeah <northWind> so <tdot> could combine both <northWind> which type of gameplay do we like better <northWind> ok, then lets think about camera <tdot> i think following the ball 3rd person sounds cool <northWind> hmmm but our ball is not a very interesting model <northWind> what if its a bit distant? <tdot> northWind: couldn't we make it really interesting? <tdot> lol <northWind> lol <northWind> suppose we can <tdot> make it a high poly count ball and make it reflective <northWind> how about this <northWind> how much screen space will ball occupy <tdot> if we are going to add some pixel shader support it shouldn't be too hard to make the ball reflective <northWind> well <northWind> we can pretty it up <northWind> but how much screen space does ball take up <tdot> lol <tdot> no idea <northWind> cuz thats going to determine dist. from camera <tdot> maybe its variable? <tdot> i mean you cant n64 it and get the camera stuck in a wall <northWind> ok, so like mouse wheel? <tdot> or distance/direction/speed based <northWind> well as long as walls aren't too high, we should be ok <northWind> and I like distance/direction/speed based <northWind> guys any other ideas? <tdot> cloud hasnt been saying anything <tdot> it would be cool if like <tdot> some parts of the map had walls and some didn't <tdot> so you'd have to drive carefully <tdot> or you'd fall off <northWind> yep, i assumed we'd do that so i def. approve <northWind> maybe some parts of board are not flat <tdot> that too <tdot> well <tdot> maybe <northWind> so like tilted to one side and the bottom side would have no walls or something <tdot> thats gonna increase the difficulty of coding it <northWind> hmmm true <northWind> maybe <tdot> if its one level and flat <northWind> unless our rb collision kicks in <tdot> the actual game code isn't gonna be hard <tdot> all you really need is 2d collision detection <tdot> and some very simple 2d physics <tdot> if you start designing curves and tilted areas <tdot> youre gonna need to start coding 3d collision detection and 3d physics <ljubo> one thing I like about this idea in general <ljubo> is that we can set some very simple mile-stones <ljubo> 1st mile-stone) get a ball rolling in a private IRC meeting room <northWind> thing is, we may be able to get away w/ levels made in 3ds max <tdot> and before you know it, 75% of our work will be on that <tdot> lol northWind thats not the point <northWind> ljubo: yeah I agree <northWind> tdot: our work's gotta go somewhere <tdot> lol yeah <tdot> into a simple, workable, polished game <ljubo> northWind: we can have a wish-list of features that we can implement after we hit the first mile-stone <northWind> lol polished? rujoking? <tdot> no <tdot> i think it would be actually easier to polish the game <northWind> ljubo: wishlist is a good idea, lets not go crazy tho <ljubo> no need to go crazy… we hit the 1st mile-stone, see how much time we have left, decide what is the next thing we should try, and keep adjusting the wishlist based on what seems realistic - and keep reevaluating as we go - but always setting achievable mile-stones along the way. <tdot> then to attempt to make curves/hills <northWind> tdot: hmmm depends on the type of collision in the game <tdot> to make like shadowing, and reflections <northWind> anyway thats very specific <northWind> we dont need to think about that yet i dont think <ljubo> remember what chris szalvinsky said <northWind> CloudScorpion: you there cloud? <ljubo> we could spend hours researching and trying to implement something <ljubo> even start coding it <ljubo> and if it does not work <ljubo> it counts as research <ljubo> and we get marks for it <tdot> lol hmm <northWind> ok then it sounds like we have a number of ideas already <northWind> lets think about what we need for tmrw <tdot> well all i know is if we keep the levels simple <northWind> we need 250 words, informal, rough description of game <tdot> its only really a 2d map with 2d math <ljubo> I can draft a general proposal EAC397 style <tdot> its just drawn as 3d <tdot> that would make it pretty simple for us to work with <northWind> i think the game will have to be 3d honestly <ljubo> 250 is nothing <northWind> ljubo: indeed <tdot> northWind: not really <northWind> ljubo: I got the pics/slideshow, do you want to do the informal desc? <tdot> the *game* has to be 3d <tdot> the map and physics and collision doesnt have to be <northWind> tdot: I mean 3d gameplay <tdot> i dont think so <tdot> i dont see why its required <northWind> tdot: I think that you can only get so far w/ 2d gameplay <tdot> 'so far'? <northWind> tdot: especially in a rolling ball game w/ a tilting board <tdot> thats sort of the point <tdot> so we can end up with something polished <CloudScorpion> lol, you kids seem to be chatting it up just fine, I'm cooking dinner :p <tdot> something that looks and plays decent <ljubo> northWind: sure I can do the proposal <tdot> if we attempt to make '3d gameplay' we will end up with a nice prototype of a very shitty 3d engine <northWind> tdot: like what im saying is, how do you do w/ only 2d math with a game that involves a ball rolling on a board thats tilting in 3 dimensions? <tdot> lol <tdot> simple <tdot> just increase the balls velocity by the direction its being tilted <northWind> ljubo: k cool, so lets work based on that, use the ideas that we developed here, do you approve of them? <northWind> ??? <northWind> tdot: it needs to fall off board * ljubo aproves <tdot> and the map would be a 2d grid of tiles, with special tiles for 3d <ljubo> I will copy the irc chat and draft proposal tonight <tdot> northWind: yep, when it hits a tile it can fall off of (which is a simple 2d calculation) it can fall thru <ljubo> I'll email it to all <ljubo> and tomorrow you can comment <northWind> ljubo: ok <ljubo> early in the morning <tdot> its still all going to be rendered in 3d <ljubo> and I'll have it ready by early afternoon <ljubo> is that ok, or do we need it done for class? <northWind> tdot: and what about when the board is like tilted 15 degrees and the ball needs to accumulate velocity in the direction the board is tilted? <tdot> lol <northWind> ljubo: we need it done for 8 am <tdot> what? <tdot> you honestly cant figure out how to do that in 2d? <ljubo> ok - then do you trust me to do it right without any suggested revisions from group? <northWind> ljubo: yes I do, I don't see how it can turn out badly <tdot> how exactly does tilting it 15 degrees affect the height of the ball *at all* <northWind> ljubo: I'll be up long tonight, email whenever <ljubo> northWind: cool - I'll do that ;) <northWind> tdot: tilting the board? it affects it completely <tdot> lol <tdot> no it doesnt <northWind> tdot: hold on, I think you may not know what I'm referring to <tdot> the ball is still always against the ground <tdot> its height is static <northWind> guys, the game im thinking about is essentially this <northWind> http://www.officegamespot.com/flashgames/tilt.htm <cadecairos> http://www.youtube.com/watch?v=OdQQZPQS0r8 <cadecairos> thats my rebuttal <cadecairos> reBUTTal <northWind> ljubo: just a sec <tdot> lol thats nasty <cadecairos> lmfao <northWind> https://cs.senecac.on.ca/~gam666/pages/assignments/a1.html <tdot> lol yeah exactly <tdot> how is that game 3d <tdot> its actually really shitty lol <tdot> the physics and movement dont feel real at all <northWind> yeah I agree <northWind> it is shitty <tdot> and yeah, thats 2d <northWind> what I was thinking about is a game w/ like multiple z levels in some places <northWind> like you have to drop from one to another <tdot> lol yeah <tdot> then youre going to increase our development time by 10 <northWind> kind of like this guy over here <northWind> http://www.java-gaming.com/game/3627/Roll_Ball/ <northWind> feel free to compare and contrast which is shittier lol <tdot> we should do something in between the two <tdot> anyways theyre probably both 2d <tdot> all of the levels in the 2nd one are still on one dimension <tdot> they just have the concept of height <northWind> level 3 has ramps <tdot> lol does it? <northWind> im pretty sure they have 3d collision <northWind> and in any case, chris said hes giving us collision detection I believe so I don't have to do it <tdot> meh <tdot> for now, lets aim for the first one <tdot> i guess if doing one like the 2nd is possible is really completely up to what he gives us with the framework <northWind> alright Im cool w/ that <northWind> ljubo: get all that? <tdot> lol im sure ljubo did</pre>
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