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From: Andres R. <an...@re...> - 2002-07-07 17:32:49
|
Art, what exactly do we want? What model format? Animated? A map perhaps? We should definitely put it support for picture-gallery style cut-scenes/story progression movies. Just sequences of drawings, I don't think I'm up for rendering entire cut-scene animations or 2D movies, they wouldn't look up to par ( unless someone knows what they're doing and can help me ). But for the second itteration, we should have some sort of map loading support (we don't need maps, just support) and definitely basic model loading, even if without animation yet. p.s. whoever's working on the openGL, identify between animated and static models ( the map should be static, certainly, and I don't know what else could be) so that I can render radiosity lightmaps for static objects. Static objects should then not be shaded at all, whereas animated models should have some sort of shading that kinda fits in with the maps (I dunno perhaps we could define openGL light positions in the maps too, and just shade the animated objects with em). ...Definitely something to think about early on. At 02:07 AM 7/7/2002 -0500, you wrote: >Guys, > >Since we're almost through we the first revision, perhaps we should decide on >second revision goals that could go in the Design Doc? >I was thinking we should start having some of the following: > >- Some type of Artwork Support - >Andres's drawings are really cool; let's add in some type of support for them! > >... > >Johnathan > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >We have stuff for geeks like you. >http://thinkgeek.com/sf >_______________________________________________ >Isugamedev-midworld mailing list >Isu...@li... >https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@ae...> - 2002-07-07 16:42:56
|
> - Sound Support - > Ben has experimented around with some sound effects, but there are serious > load issues with streaming from the hard drive. Perhaps someone ~cough~ Chad > ~cough~ would like to update Audiere so that we can use this later? This is important. I'll get on this. > - Intelligent (somewhat) Enemies - > Right now the enemy cubes jerk around in random directions. While this is > okay (at least they're there), we should really start trying out some of the > AI, at least on a small scale. > > - Collison Reactions - > Once the collision detection is functional, we'll need to add to the > functionality of weapon effects to actually take advantage of this. One > thing that would be really cools is to blow enemies around with some type of > Physics. Also cool would be to allow the enemies to be blown up the Y axis > in addition to the X and Z axis. Seeing something fly toward the camera > after it's been blown up is good! :P I think these two are important too.. they will let us actually have a game we can play. |
From: Johnathan G. <da...@us...> - 2002-07-07 07:15:51
|
Guys, Since we're almost through we the first revision, perhaps we should decide on second revision goals that could go in the Design Doc? I was thinking we should start having some of the following: - Some type of Artwork Support - Andres's drawings are really cool; let's add in some type of support for them! - Sound Support - Ben has experimented around with some sound effects, but there are serious load issues with streaming from the hard drive. Perhaps someone ~cough~ Chad ~cough~ would like to update Audiere so that we can use this later? - Intelligent (somewhat) Enemies - Right now the enemy cubes jerk around in random directions. While this is okay (at least they're there), we should really start trying out some of the AI, at least on a small scale. - Collison Reactions - Once the collision detection is functional, we'll need to add to the functionality of weapon effects to actually take advantage of this. One thing that would be really cools is to blow enemies around with some type of Physics. Also cool would be to allow the enemies to be blown up the Y axis in addition to the X and Z axis. Seeing something fly toward the camera after it's been blown up is good! :P - Functor Types - Kevin mentioned we ought to have Functors that operate on the world's objects. This functors would represent Wind, water, etc. that can apply force and manipulate objects in the world. These are just some thoughts; let me know what you all think. Johnathan |
From: Johnathan G. <da...@us...> - 2002-07-07 06:53:18
|
Biscuit for leader! :) On Saturday 06 July 2002 17:56, Chad Austin wrote: > Sounds about right to me. ;) > > Kevin Meinert wrote: > > or we could have ben do it all... he's pretty good at it. :) > > > > although even with ben, we may still want to have an art/design lead... > > > > On Sat, 6 Jul 2002, Kevin Meinert wrote: > > > I agree that this would be the best way. the only problem i see is > > > that it is unlikely to find someone who is a student and can put in the > > > time, AND, have the vision, AND have the expertise to lead a project in > > > all the right directions. > > > > > > It may be easiest to have many leaders that cannot make descisions > > > outside of their designation. For example, we'd have a code lead, art > > > lead, design lead, sound lead. > > > > > > everyone would answer to the design lead. that is where the buck > > > stops. the design lead woud have the small responsibility of the vision > > > for the game, and telling the other leads what their end goal is. none > > > of the leads should micromanage, but neither should they be afraid to > > > step in when needed. it is a delicate balance... :) > > > > > > On Sat, 6 Jul 2002, Chad Austin wrote: > > > > > Anyhoo, we really need to decide on a definite authority to this > > > > > project. Since no one's really stepped up to the plate on this one > > > > > yet, we could try as an alternative to have people in charge of > > > > > certain aspects of the game. Ie, someone runs specific areas of the > > > > > game (AI, all input, weapon code, sound code, build man); this > > > > > person should be the final authority on what is done to that aspect > > > > > of the game. It's just a suggestion; it might work better than the > > > > > traditional "that guy's in charge of everything" idea. > > > > > > > > About having a leader: > > > > > > > > I think having a leader is the most important thing we could do. One > > > > person's clear vision and motivation is a great asset. Granted, this > > > > person must be very interested in the game, and want to work on it a > > > > lot. I have seen too many projects "designed by committee" fail. > > > > > > > > > > > > ------------------------------------------------------- > > > > This sf.net email is sponsored by:ThinkGeek > > > > Got root? We do. > > > > http://thinkgeek.com/sf > > > > _______________________________________________ > > > > Isugamedev-midworld mailing list > > > > Isu...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > -- > > *--*---*---*----*-----*------*------*-----*----*---*---*--* > > Kevin Meinert /_/ > > http://www.vrac.iastate.edu/~kevn \ / > > Virtual Reality Applications Center \/ __ \/ > > Howe Hall, Iowa State University, Ames Iowa \__ > > \_\ > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Got root? We do. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@ae...> - 2002-07-06 22:56:35
|
Sounds about right to me. ;) Kevin Meinert wrote: > > or we could have ben do it all... he's pretty good at it. :) > > although even with ben, we may still want to have an art/design lead... > > On Sat, 6 Jul 2002, Kevin Meinert wrote: > > > > > I agree that this would be the best way. the only problem i see is that > > it is unlikely to find someone who is a student and can put in the time, > > AND, have the vision, AND have the expertise to lead a project in all > > the right directions. > > > > It may be easiest to have many leaders that cannot make descisions outside > > of their designation. For example, we'd have a code lead, art lead, > > design lead, sound lead. > > > > everyone would answer to the design lead. that is where the buck stops. > > the design lead woud have the small responsibility of the vision for the > > game, and telling the other leads what their end goal is. none of the > > leads should micromanage, but neither should they be afraid to step in > > when needed. it is a delicate balance... :) > > > > > > > > On Sat, 6 Jul 2002, Chad Austin wrote: > > > > > > Anyhoo, we really need to decide on a definite authority to this project. > > > > Since no one's really stepped up to the plate on this one yet, we could try > > > > as an alternative to have people in charge of certain aspects of the game. > > > > Ie, someone runs specific areas of the game (AI, all input, weapon code, > > > > sound code, build man); this person should be the final authority on what is > > > > done to that aspect of the game. It's just a suggestion; it might work > > > > better than the traditional "that guy's in charge of everything" idea. > > > > > > About having a leader: > > > > > > I think having a leader is the most important thing we could do. One person's > > > clear vision and motivation is a great asset. Granted, this person must be very > > > interested in the game, and want to work on it a lot. I have seen too many > > > projects "designed by committee" fail. > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Got root? We do. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > > > > -- > *--*---*---*----*-----*------*------*-----*----*---*---*--* > Kevin Meinert /_/ > http://www.vrac.iastate.edu/~kevn \ / > Virtual Reality Applications Center \/ __ \/ > Howe Hall, Iowa State University, Ames Iowa \__ > \_\ |
From: Kevin M. <ke...@vr...> - 2002-07-06 22:30:56
|
or we could have ben do it all... he's pretty good at it. :) although even with ben, we may still want to have an art/design lead... On Sat, 6 Jul 2002, Kevin Meinert wrote: > > I agree that this would be the best way. the only problem i see is that > it is unlikely to find someone who is a student and can put in the time, > AND, have the vision, AND have the expertise to lead a project in all > the right directions. > > It may be easiest to have many leaders that cannot make descisions outside > of their designation. For example, we'd have a code lead, art lead, > design lead, sound lead. > > everyone would answer to the design lead. that is where the buck stops. > the design lead woud have the small responsibility of the vision for the > game, and telling the other leads what their end goal is. none of the > leads should micromanage, but neither should they be afraid to step in > when needed. it is a delicate balance... :) > > > > On Sat, 6 Jul 2002, Chad Austin wrote: > > > > Anyhoo, we really need to decide on a definite authority to this project. > > > Since no one's really stepped up to the plate on this one yet, we could try > > > as an alternative to have people in charge of certain aspects of the game. > > > Ie, someone runs specific areas of the game (AI, all input, weapon code, > > > sound code, build man); this person should be the final authority on what is > > > done to that aspect of the game. It's just a suggestion; it might work > > > better than the traditional "that guy's in charge of everything" idea. > > > > About having a leader: > > > > I think having a leader is the most important thing we could do. One person's > > clear vision and motivation is a great asset. Granted, this person must be very > > interested in the game, and want to work on it a lot. I have seen too many > > projects "designed by committee" fail. > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Got root? We do. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > -- *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ |
From: Kevin M. <ke...@vr...> - 2002-07-06 22:18:42
|
I agree that this would be the best way. the only problem i see is that it is unlikely to find someone who is a student and can put in the time, AND, have the vision, AND have the expertise to lead a project in all the right directions. It may be easiest to have many leaders that cannot make descisions outside of their designation. For example, we'd have a code lead, art lead, design lead, sound lead. everyone would answer to the design lead. that is where the buck stops. the design lead woud have the small responsibility of the vision for the game, and telling the other leads what their end goal is. none of the leads should micromanage, but neither should they be afraid to step in when needed. it is a delicate balance... :) On Sat, 6 Jul 2002, Chad Austin wrote: > > Anyhoo, we really need to decide on a definite authority to this project. > > Since no one's really stepped up to the plate on this one yet, we could try > > as an alternative to have people in charge of certain aspects of the game. > > Ie, someone runs specific areas of the game (AI, all input, weapon code, > > sound code, build man); this person should be the final authority on what is > > done to that aspect of the game. It's just a suggestion; it might work > > better than the traditional "that guy's in charge of everything" idea. > > About having a leader: > > I think having a leader is the most important thing we could do. One person's > clear vision and motivation is a great asset. Granted, this person must be very > interested in the game, and want to work on it a lot. I have seen too many > projects "designed by committee" fail. > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Got root? We do. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > -- *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ |
From: Ben S. <bs...@vr...> - 2002-07-06 21:24:49
|
I am happy being project lead, but I don't want to just assume the position. If that's what everybody wants, then let me know. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Sat, 6 Jul 2002, Chad Austin wrote: > > Hi all; your unofficial project lead speaking. Why do I always get stuck > > with this position? :-/ > > Because you're good at it and have lots of self discipline. :) > |
From: Chad A. <ae...@ae...> - 2002-07-06 20:18:46
|
> Hi all; your unofficial project lead speaking. Why do I always get stuck > with this position? :-/ Because you're good at it and have lots of self discipline. :) |
From: Chad A. <ae...@ae...> - 2002-07-06 20:16:49
|
> Anyhoo, we really need to decide on a definite authority to this project. > Since no one's really stepped up to the plate on this one yet, we could try > as an alternative to have people in charge of certain aspects of the game. > Ie, someone runs specific areas of the game (AI, all input, weapon code, > sound code, build man); this person should be the final authority on what is > done to that aspect of the game. It's just a suggestion; it might work > better than the traditional "that guy's in charge of everything" idea. About having a leader: I think having a leader is the most important thing we could do. One person's clear vision and motivation is a great asset. Granted, this person must be very interested in the game, and want to work on it a lot. I have seen too many projects "designed by committee" fail. |
From: Chad A. <ae...@ae...> - 2002-07-05 20:10:55
|
I would be glad to be a mentor. Do you use AIM or IRC? It would be easier if we could talk in some realtime way. Michael Holtan wrote: > > Well, being a young and relatively inexperienced member I probably > shouldn't be in charge of anything, but I would definitely like to help with > storyline, general design, and anything anybody needs help on. Also, if I > could be paired up with someone (a 'mentor' perhaps?) who could show me what > they're doing and give me some small tasks to accomplish while teaching me all > they know, I could more effectively help the group. This 'Yoda'-type person > would be greatly appreciated and would also serve the purpose of passing on the > superior knowledge and skill of the present senior members to the future senior > members of the club. :) Let me know what you think. > > -Mike > > > Hi all; your unofficial project lead speaking. Why do I always get stuck > > with this position? :-/ > > > > First off, I expect everyone to reply to this email (to the list). > > > > Anyway, midworld development has definately been lacking lately (myself > > included). We still haven't hit that first iteration yet, but we do keep > > inching closer. I've got some ideas on how we might be able to take care > > of this problem so we can actually hit that mid-November deadline. > > > > 1. Give everybody project responsibilities. For example, Josh is the AI > > guy, Andres is doing art, I'm your basic collider, etc. I think we should > > revisit this list and make sure everything is covered and everybody feels > > ownership in the project. This way we might feel like it would be good to > > get shit done. > > > > 2. Give EVERYBODY a task that can be accomplished in a week. We'll then > > meet the next week to talk about what got done (everything!) and set out > > tasks for the following week. > > > > > > I'm starting to lose track of the people who are involved or have > > expressed interest in the project ... so here's my list. > > - Chad Austin > > - Ethan Bass > > - Josh Brown > > - Johnathan Gurley > > - Michael Holtan > > - Kevin Meinert > > - Andres Reinot > > - Ben Scott > > - Ronald Sidharta > > > > Sadly, of those 10 people, only about half have really tried to make this > > project their own! Let's get this show on the road and get this game made! > > We have an extremely versatile team - developers, artists, game designers, > > sound engineers, build managers, etc ... I think if we really want this > > game to happen we can do it, but we've got to focus on making our goals a > > reality so we can have a kick-ass game we can show off at the Game > > Developers Conference. > > > > Okay, I'm off my soapbox. Think about what part of this game you want to > > do ... > > > > cheers, > > ----- > > Ben Scott > > Research Assistant VRAC > > bs...@ia... > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Michael H. <mh...@ia...> - 2002-07-03 21:05:56
|
Well, being a young and relatively inexperienced member I probably shouldn't be in charge of anything, but I would definitely like to help with storyline, general design, and anything anybody needs help on. Also, if I could be paired up with someone (a 'mentor' perhaps?) who could show me what they're doing and give me some small tasks to accomplish while teaching me all they know, I could more effectively help the group. This 'Yoda'-type person would be greatly appreciated and would also serve the purpose of passing on the superior knowledge and skill of the present senior members to the future senior members of the club. :) Let me know what you think. -Mike > Hi all; your unofficial project lead speaking. Why do I always get stuck > with this position? :-/ > > First off, I expect everyone to reply to this email (to the list). > > Anyway, midworld development has definately been lacking lately (myself > included). We still haven't hit that first iteration yet, but we do keep > inching closer. I've got some ideas on how we might be able to take care > of this problem so we can actually hit that mid-November deadline. > > 1. Give everybody project responsibilities. For example, Josh is the AI > guy, Andres is doing art, I'm your basic collider, etc. I think we should > revisit this list and make sure everything is covered and everybody feels > ownership in the project. This way we might feel like it would be good to > get shit done. > > 2. Give EVERYBODY a task that can be accomplished in a week. We'll then > meet the next week to talk about what got done (everything!) and set out > tasks for the following week. > > > I'm starting to lose track of the people who are involved or have > expressed interest in the project ... so here's my list. > - Chad Austin > - Ethan Bass > - Josh Brown > - Johnathan Gurley > - Michael Holtan > - Kevin Meinert > - Andres Reinot > - Ben Scott > - Ronald Sidharta > > Sadly, of those 10 people, only about half have really tried to make this > project their own! Let's get this show on the road and get this game made! > We have an extremely versatile team - developers, artists, game designers, > sound engineers, build managers, etc ... I think if we really want this > game to happen we can do it, but we've got to focus on making our goals a > reality so we can have a kick-ass game we can show off at the Game > Developers Conference. > > Okay, I'm off my soapbox. Think about what part of this game you want to > do ... > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Kevin M. <ke...@vr...> - 2002-07-02 23:54:34
|
is there any reason not to use VRML? seems a lot more portable than 3ds... if you can find a loader for it, it might be a better option. 3ds definately has an exporter. plus vrml is ascii, so you could hand tweek things if needed (like write a perl script to filter out nodes, etc...)... there might be something special in 3ds format that you'd want, i'm not sure if vrml has animation, it might. *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ On Tue, 2 Jul 2002, Andres Reinot wrote: > well, I'm the art guy... what can I say at this point. I guess I should > work on/find a 3ds model loader and start cranking out guns, baddies, > etc. We probably also want the levels to be 3ds files with maybe some MAX > script that generates collision detection info, so that I can generate > radiosity lightmaps for all the solid geometry. I'd like to polish off the > menu system to begin with, maybe add the other menus in, and get some sort > of animation on the main menu screen. > > The UI graphical overlay is something I could work on too, I guess. Do we > have anything done for that as of yet? Like some construct to put up health > and ammo information onto the screen? > > lemme know... > > Andres > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Andres R. <an...@re...> - 2002-07-02 23:36:55
|
well, I'm the art guy... what can I say at this point. I guess I should work on/find a 3ds model loader and start cranking out guns, baddies, etc. We probably also want the levels to be 3ds files with maybe some MAX script that generates collision detection info, so that I can generate radiosity lightmaps for all the solid geometry. I'd like to polish off the menu system to begin with, maybe add the other menus in, and get some sort of animation on the main menu screen. The UI graphical overlay is something I could work on too, I guess. Do we have anything done for that as of yet? Like some construct to put up health and ammo information onto the screen? lemme know... Andres |
From: Ronald S. <ro...@ia...> - 2002-07-02 05:20:49
|
I think I'll be interested in story line,level design, and such also the music. Ron ----- Original Message ----- From: "Ben Scott" <bs...@vr...> To: <isu...@li...> Sent: Monday, July 01, 2002 11:23 PM Subject: [Isugamedev-midworld] organization and tasks > Hi all; your unofficial project lead speaking. Why do I always get stuck > with this position? :-/ > > First off, I expect everyone to reply to this email (to the list). > > Anyway, midworld development has definately been lacking lately (myself > included). We still haven't hit that first iteration yet, but we do keep > inching closer. I've got some ideas on how we might be able to take care > of this problem so we can actually hit that mid-November deadline. > > 1. Give everybody project responsibilities. For example, Josh is the AI > guy, Andres is doing art, I'm your basic collider, etc. I think we should > revisit this list and make sure everything is covered and everybody feels > ownership in the project. This way we might feel like it would be good to > get shit done. > > 2. Give EVERYBODY a task that can be accomplished in a week. We'll then > meet the next week to talk about what got done (everything!) and set out > tasks for the following week. > > > I'm starting to lose track of the people who are involved or have > expressed interest in the project ... so here's my list. > - Chad Austin > - Ethan Bass > - Josh Brown > - Johnathan Gurley > - Michael Holtan > - Kevin Meinert > - Andres Reinot > - Ben Scott > - Ronald Sidharta > > Sadly, of those 10 people, only about half have really tried to make this > project their own! Let's get this show on the road and get this game made! > We have an extremely versatile team - developers, artists, game designers, > sound engineers, build managers, etc ... I think if we really want this > game to happen we can do it, but we've got to focus on making our goals a > reality so we can have a kick-ass game we can show off at the Game > Developers Conference. > > Okay, I'm off my soapbox. Think about what part of this game you want to > do ... > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > |
From: Johnathan G. <da...@us...> - 2002-07-02 04:41:04
|
Sounds great; I'll start off covering what I'm doing, which is the design documents, documentation, etc. Essentially, I'll assume the unwanted position of technical writer. Secondly, I'll handle some of the design stuff; weapon balancing, level design, gameplay design, since it is another thing I'd like to be involved in. Finally, I'd like to do some programming as well. Currenlty, I'd like to implement the weapon functionality that's written in the design doc right now. After that, well, I'll find something :P (or write more weapons in the doc ^^) Anyhoo, we really need to decide on a definite authority to this project. Since no one's really stepped up to the plate on this one yet, we could try as an alternative to have people in charge of certain aspects of the game. Ie, someone runs specific areas of the game (AI, all input, weapon code, sound code, build man); this person should be the final authority on what is done to that aspect of the game. It's just a suggestion; it might work better than the traditional "that guy's in charge of everything" idea. Anyways, let me know what you all think. Johnathan On Monday 01 July 2002 23:23, Ben Scott wrote: > Hi all; your unofficial project lead speaking. Why do I always get stuck > with this position? :-/ > > First off, I expect everyone to reply to this email (to the list). > > Anyway, midworld development has definately been lacking lately (myself > included). We still haven't hit that first iteration yet, but we do keep > inching closer. I've got some ideas on how we might be able to take care > of this problem so we can actually hit that mid-November deadline. > > 1. Give everybody project responsibilities. For example, Josh is the AI > guy, Andres is doing art, I'm your basic collider, etc. I think we should > revisit this list and make sure everything is covered and everybody feels > ownership in the project. This way we might feel like it would be good to > get shit done. > > 2. Give EVERYBODY a task that can be accomplished in a week. We'll then > meet the next week to talk about what got done (everything!) and set out > tasks for the following week. > > > I'm starting to lose track of the people who are involved or have > expressed interest in the project ... so here's my list. > - Chad Austin > - Ethan Bass > - Josh Brown > - Johnathan Gurley > - Michael Holtan > - Kevin Meinert > - Andres Reinot > - Ben Scott > - Ronald Sidharta > > Sadly, of those 10 people, only about half have really tried to make this > project their own! Let's get this show on the road and get this game made! > We have an extremely versatile team - developers, artists, game designers, > sound engineers, build managers, etc ... I think if we really want this > game to happen we can do it, but we've got to focus on making our goals a > reality so we can have a kick-ass game we can show off at the Game > Developers Conference. > > Okay, I'm off my soapbox. Think about what part of this game you want to > do ... > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Ben S. <bs...@vr...> - 2002-07-02 04:23:19
|
Hi all; your unofficial project lead speaking. Why do I always get stuck with this position? :-/ First off, I expect everyone to reply to this email (to the list). Anyway, midworld development has definately been lacking lately (myself included). We still haven't hit that first iteration yet, but we do keep inching closer. I've got some ideas on how we might be able to take care of this problem so we can actually hit that mid-November deadline. 1. Give everybody project responsibilities. For example, Josh is the AI guy, Andres is doing art, I'm your basic collider, etc. I think we should revisit this list and make sure everything is covered and everybody feels ownership in the project. This way we might feel like it would be good to get shit done. 2. Give EVERYBODY a task that can be accomplished in a week. We'll then meet the next week to talk about what got done (everything!) and set out tasks for the following week. I'm starting to lose track of the people who are involved or have expressed interest in the project ... so here's my list. - Chad Austin - Ethan Bass - Josh Brown - Johnathan Gurley - Michael Holtan - Kevin Meinert - Andres Reinot - Ben Scott - Ronald Sidharta Sadly, of those 10 people, only about half have really tried to make this project their own! Let's get this show on the road and get this game made! We have an extremely versatile team - developers, artists, game designers, sound engineers, build managers, etc ... I think if we really want this game to happen we can do it, but we've got to focus on making our goals a reality so we can have a kick-ass game we can show off at the Game Developers Conference. Okay, I'm off my soapbox. Think about what part of this game you want to do ... cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: <and...@mc...> - 2002-07-01 21:20:03
|
Kevin, the default createBullet() has --AmmoAmmount in it. Unless you rewrote that function in SpreadGun, it suffers all the same. (it does fire 4 bursts of 3 bullets before reloading, where the default clipsize is 12) But I like your solution better than mine anyway... I'll see if I can fix that sometime, or you can go ahead and do what you like. > > isn't createBullet just a factory function? It shouldn't really decrement > the bullet count should it? I would think that the function that uses > createBullet (update I think) would decrement the count. > > maybe I'm not remembering the code though... This would solve the problem > though... look at the spread gun, it is giong to be very similar, and > doesn't suffer from the problem you describe. (i.e. 3 always come out, but > are treated as one bullet). > > *--*---*---*----*-----*------*------*-----*----*---*---*--* > Kevin Meinert /_/ > http://www.vrac.iastate.edu/~kevn \ / > Virtual Reality Applications Center \/ __ \/ > Howe Hall, Iowa State University, Ames Iowa \__ > \_\ > > On Mon, 1 Jul 2002, Andres Reinot wrote: > > > areinot 2002/07/01 13:20:17 PDT > > > > Modified files: > > src BaseProjectileWeapon.h GameState.cpp > > Log: > > New feature: Shotgun. NOTE: I moved BaseWeaponObject's reload() to be > > protected so that the shotgun could define it's own createBullet function. > > the problem is that the Shotgun shoots 10 pellets, which should decrement > > the ammo by only 1 bullet. Any better ideas that don't mess with > > BaseWeapon are welcome. > > > > Revision Changes Path > > 1.2 +2 -1 midworld/src/BaseProjectileWeapon.h > > 1.8 +2 -0 midworld/src/GameState.cpp > > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/midworld/src/BaseProje > ctileWeapon.h.diff?r1=1.1&r2=1.2&diff_format=h > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/midworld/src/GameState > .cpp.diff?r1=1.7&r2=1.8&diff_format=h > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > ISUGameDev-commits mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > > |
From: Kevin M. <ke...@vr...> - 2002-06-30 16:01:17
|
I think josh's wedding took precidence. I didn't see the mail from johnathan either. sorry... *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ On Sat, 29 Jun 2002, Johnathan G. wrote: > Naturally you're invited Mike! > Unfortunately you're the only one who has replied today, so I'm kinda > wondering about attendence, since this is relatively short notice (two days). > The party is at my place, and I was thinking of starting at 7pm. Burgers > will be made, and possibly a steak or two. > > If everyone could reply by 5pm with a definite yes or no, that would be > great. I'm going to assume that silence means no. :( > > If we don't get enough replies, perhaps we could try next weekend sometime? > > Anyhow, let me know. > > Johnathan > > > On Saturday 29 June 2002 14:51, Michael Holtan wrote: > > Hey guys! This is Mike the new enlistee. Am I invited to this party, too? > > I've been looking for a chance to meet all of you. If so, evening sounds > > good. > > > > I'd like to compliment Ronald Sidharta on the storyline and Andres Reinot > > on the art. It's lookin' good, VERY good. > > > > Also, I'd like to add that if we can meet the November 15 deadline for the > > IGF Student Showcase, that's going to be sweet. I was going to suggest > > that we enter, but apparently you already knew about it. > > > > I have various other comments, ideas, and questions, but I'll save those > > for the party, I guess. I'm very excited to be a part of this, and once I > > get OpenGL under my belt in the next couple weeks, I'll try to start > > helping. Well, I'll see you tonight, hopefully! > > > > > So far it looks like the consensus is Saturday. Should we try for > > > sometime this afternoon or evening then? > > > > > > Johnathan > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > No, I will not fix your computer. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > No, I will not fix your computer. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Ben S. <bs...@vr...> - 2002-06-30 03:39:42
|
Sorry guys ... I know at least Kevin, Josh and I were at a wedding today. Coupled with dancing in Des Moines until 5am last night ... I haven't checked my email in a while. Hope y'all had a good time! cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Sat, 29 Jun 2002, Johnathan G. wrote: > Okay; that's a party of three. Let's go ahead and have it then, and perhaps > we'll get some late comers. See you at seven. > > Johnathan > > On Saturday 29 June 2002 15:42, Chad Austin wrote: > > I will be there tonight! > > > > "Johnathan G." wrote: > > > Naturally you're invited Mike! > > > Unfortunately you're the only one who has replied today, so I'm kinda > > > wondering about attendence, since this is relatively short notice (two > > > days). The party is at my place, and I was thinking of starting at 7pm. > > > Burgers will be made, and possibly a steak or two. > > > > > > If everyone could reply by 5pm with a definite yes or no, that would be > > > great. I'm going to assume that silence means no. :( > > > > > > If we don't get enough replies, perhaps we could try next weekend > > > sometime? > > > > > > Anyhow, let me know. > > > > > > Johnathan > > > > > > On Saturday 29 June 2002 14:51, Michael Holtan wrote: > > > > Hey guys! This is Mike the new enlistee. Am I invited to this party, > > > > too? I've been looking for a chance to meet all of you. If so, evening > > > > sounds good. > > > > > > > > I'd like to compliment Ronald Sidharta on the storyline and Andres > > > > Reinot on the art. It's lookin' good, VERY good. > > > > > > > > Also, I'd like to add that if we can meet the November 15 deadline for > > > > the IGF Student Showcase, that's going to be sweet. I was going to > > > > suggest that we enter, but apparently you already knew about it. > > > > > > > > I have various other comments, ideas, and questions, but I'll save > > > > those for the party, I guess. I'm very excited to be a part of this, > > > > and once I get OpenGL under my belt in the next couple weeks, I'll try > > > > to start helping. Well, I'll see you tonight, hopefully! > > > > > > > > > So far it looks like the consensus is Saturday. Should we try for > > > > > sometime this afternoon or evening then? > > > > > > > > > > Johnathan > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > > This sf.net email is sponsored by:ThinkGeek > > > > > No, I will not fix your computer. > > > > > http://thinkgeek.com/sf > > > > > _______________________________________________ > > > > > Isugamedev-midworld mailing list > > > > > Isu...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > > > ------------------------------------------------------- > > > > This sf.net email is sponsored by:ThinkGeek > > > > No, I will not fix your computer. > > > > http://thinkgeek.com/sf > > > > _______________________________________________ > > > > Isugamedev-midworld mailing list > > > > Isu...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > No, I will not fix your computer. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > No, I will not fix your computer. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Johnathan G. <da...@us...> - 2002-06-29 22:15:59
|
Okay; that's a party of three. Let's go ahead and have it then, and perhaps we'll get some late comers. See you at seven. Johnathan On Saturday 29 June 2002 15:42, Chad Austin wrote: > I will be there tonight! > > "Johnathan G." wrote: > > Naturally you're invited Mike! > > Unfortunately you're the only one who has replied today, so I'm kinda > > wondering about attendence, since this is relatively short notice (two > > days). The party is at my place, and I was thinking of starting at 7pm. > > Burgers will be made, and possibly a steak or two. > > > > If everyone could reply by 5pm with a definite yes or no, that would be > > great. I'm going to assume that silence means no. :( > > > > If we don't get enough replies, perhaps we could try next weekend > > sometime? > > > > Anyhow, let me know. > > > > Johnathan > > > > On Saturday 29 June 2002 14:51, Michael Holtan wrote: > > > Hey guys! This is Mike the new enlistee. Am I invited to this party, > > > too? I've been looking for a chance to meet all of you. If so, evening > > > sounds good. > > > > > > I'd like to compliment Ronald Sidharta on the storyline and Andres > > > Reinot on the art. It's lookin' good, VERY good. > > > > > > Also, I'd like to add that if we can meet the November 15 deadline for > > > the IGF Student Showcase, that's going to be sweet. I was going to > > > suggest that we enter, but apparently you already knew about it. > > > > > > I have various other comments, ideas, and questions, but I'll save > > > those for the party, I guess. I'm very excited to be a part of this, > > > and once I get OpenGL under my belt in the next couple weeks, I'll try > > > to start helping. Well, I'll see you tonight, hopefully! > > > > > > > So far it looks like the consensus is Saturday. Should we try for > > > > sometime this afternoon or evening then? > > > > > > > > Johnathan > > > > > > > > > > > > ------------------------------------------------------- > > > > This sf.net email is sponsored by:ThinkGeek > > > > No, I will not fix your computer. > > > > http://thinkgeek.com/sf > > > > _______________________________________________ > > > > Isugamedev-midworld mailing list > > > > Isu...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > No, I will not fix your computer. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > No, I will not fix your computer. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@ae...> - 2002-06-29 20:42:34
|
I will be there tonight! "Johnathan G." wrote: > > Naturally you're invited Mike! > Unfortunately you're the only one who has replied today, so I'm kinda > wondering about attendence, since this is relatively short notice (two days). > The party is at my place, and I was thinking of starting at 7pm. Burgers > will be made, and possibly a steak or two. > > If everyone could reply by 5pm with a definite yes or no, that would be > great. I'm going to assume that silence means no. :( > > If we don't get enough replies, perhaps we could try next weekend sometime? > > Anyhow, let me know. > > Johnathan > > On Saturday 29 June 2002 14:51, Michael Holtan wrote: > > Hey guys! This is Mike the new enlistee. Am I invited to this party, too? > > I've been looking for a chance to meet all of you. If so, evening sounds > > good. > > > > I'd like to compliment Ronald Sidharta on the storyline and Andres Reinot > > on the art. It's lookin' good, VERY good. > > > > Also, I'd like to add that if we can meet the November 15 deadline for the > > IGF Student Showcase, that's going to be sweet. I was going to suggest > > that we enter, but apparently you already knew about it. > > > > I have various other comments, ideas, and questions, but I'll save those > > for the party, I guess. I'm very excited to be a part of this, and once I > > get OpenGL under my belt in the next couple weeks, I'll try to start > > helping. Well, I'll see you tonight, hopefully! > > > > > So far it looks like the consensus is Saturday. Should we try for > > > sometime this afternoon or evening then? > > > > > > Johnathan > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > No, I will not fix your computer. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > No, I will not fix your computer. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Johnathan G. <da...@us...> - 2002-06-29 20:35:14
|
Naturally you're invited Mike! Unfortunately you're the only one who has replied today, so I'm kinda wondering about attendence, since this is relatively short notice (two days). The party is at my place, and I was thinking of starting at 7pm. Burgers will be made, and possibly a steak or two. If everyone could reply by 5pm with a definite yes or no, that would be great. I'm going to assume that silence means no. :( If we don't get enough replies, perhaps we could try next weekend sometime? Anyhow, let me know. Johnathan On Saturday 29 June 2002 14:51, Michael Holtan wrote: > Hey guys! This is Mike the new enlistee. Am I invited to this party, too? > I've been looking for a chance to meet all of you. If so, evening sounds > good. > > I'd like to compliment Ronald Sidharta on the storyline and Andres Reinot > on the art. It's lookin' good, VERY good. > > Also, I'd like to add that if we can meet the November 15 deadline for the > IGF Student Showcase, that's going to be sweet. I was going to suggest > that we enter, but apparently you already knew about it. > > I have various other comments, ideas, and questions, but I'll save those > for the party, I guess. I'm very excited to be a part of this, and once I > get OpenGL under my belt in the next couple weeks, I'll try to start > helping. Well, I'll see you tonight, hopefully! > > > So far it looks like the consensus is Saturday. Should we try for > > sometime this afternoon or evening then? > > > > Johnathan > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > No, I will not fix your computer. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Michael H. <mh...@ia...> - 2002-06-29 19:51:57
|
Hey guys! This is Mike the new enlistee. Am I invited to this party, too? I've been looking for a chance to meet all of you. If so, evening sounds good. I'd like to compliment Ronald Sidharta on the storyline and Andres Reinot on the art. It's lookin' good, VERY good. Also, I'd like to add that if we can meet the November 15 deadline for the IGF Student Showcase, that's going to be sweet. I was going to suggest that we enter, but apparently you already knew about it. I have various other comments, ideas, and questions, but I'll save those for the party, I guess. I'm very excited to be a part of this, and once I get OpenGL under my belt in the next couple weeks, I'll try to start helping. Well, I'll see you tonight, hopefully! > So far it looks like the consensus is Saturday. Should we try for sometime > this afternoon or evening then? > > Johnathan > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > No, I will not fix your computer. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Johnathan G. <da...@us...> - 2002-06-29 11:27:37
|
So far it looks like the consensus is Saturday. Should we try for sometime this afternoon or evening then? Johnathan |