Looks like everything we set out to do in pre-production has been completed and we're on track to start full-bore today.
Monday, May 26, 2008
Sunday, May 25, 2008
Meeting Notes
Boss battle idea
- Necromancer boss
- Survive six of the seven bells
- Astarael takes everyone into death where Abhorsen waits to rescue the player and banish the necromancer
- After each bell a wave of zombies
- Each bell may be interrupted or rung
- Interruption gives the player time to prepare for zombie wave
- Successful ringing casts a detrimental effect which has a significant chance of causing the player harm indirectly
- Art concerns (too much!)
- Boss battle will improve the game greatly, but time will be a factor
Chase scene
- Example of mirrored level design
- Run from Mordicant
- Battle Mordicant
- Fire melting ice to defeat?
Charter Marks
- Much discussion on how many to include
- Spells should be aimed with mouse
- Propel mark for force in direction of cursor
- Symmetry in level design should be mirrored in mark effects
- Tree "circle of life"
- leaves set on fire with fire
- fire put out with ice
- leaves regrown with grow
- Tree "circle of life"
Physics
- Built-in Torque physics are insufficient
- Use Box2D instead (C# port Box2DX)
- Integration might be challenging without Torque source
- Builder collision editor requires T2DCollisionComponent
- We can parse collision vertices and replicate in Box2D
- Turn off Torque collision, but still there to hold data
Labels:
charter marks,
engine,
meeting notes,
physics
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