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From: Andres R. <an...@re...> - 2002-06-16 20:55:33
|
Should we meet tonight at the VRAC sometime? Josh is in town as I understand and said something about it... And I'm free tonight... Andres Reinot an...@re... www.reinot.com |
From: Kevin M. <ke...@vr...> - 2002-06-16 16:37:11
|
looks really nice! is this hand drawn, modeled, or (probably not..) touched up from art found elsewhere? just curious. i like the stylized look, and wondering how you got the effect. I really like the b/w idea. different levels (or areas) that are tinted gold, or tinted blue would also be pretty cool while keeping the monochrome feel. *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ On Sun, 16 Jun 2002, Andres Reinot wrote: > here's a bit of 3 am inspiration, check these out: > www.vrac.iastate.edu/~areinot/gamedev/midworld2.jpg > www.vrac.iastate.edu/~areinot/gamedev/midworldmenu.jpg > www.vrac.iastate.edu/~areinot/gamedev/midworldtitle.jpg > > This is an idea for the main character (you). Lemme know what you think. > > I'll make the menu in the correct dimensions by tomorrow, and prolly make > png files of the menu items for plugging in. > > I've been thinking about some visual style for the game, what do you think > about making this game mostly black and white? Doesn't have to be > completely grayscale, but at least cut down use and saturation of colors, > and maybe tint everything gold or blue or something. I'm seeing bright > white environments, and clean marble-floored foyers of buildings, as well > as sunny modern cityscapes with entire blocks of ruins from "the War" you > could wander through and pillage. Also what would be really awesome would > be innocent bystanders wandering the city, and lots of them. It would make > combat a lot less click-n-spray. Anyway that's far off in the future of > design, and the first step would still be a shoot-everything-that-moves > kind of deal, but just a thought. Same for the weapon design also, perhaps > we aim towards more powerful, realistic weapons with ammo limitations, to > get away from the idea of depleting a health bar, and focusing attention on > accuracy and tactics, which could be very cool for the style of controls we > have chosen. > > Anyway, it's late and I'm rambling > > peace out. > > Andres Reinot > an...@re... > www.reinot.com > > > > > > _______________________________________________________________ > > Sponsored by: > ThinkGeek at http://www.ThinkGeek.com/ > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Andres R. <an...@re...> - 2002-06-16 08:55:19
|
here's a bit of 3 am inspiration, check these out: www.vrac.iastate.edu/~areinot/gamedev/midworld2.jpg www.vrac.iastate.edu/~areinot/gamedev/midworldmenu.jpg www.vrac.iastate.edu/~areinot/gamedev/midworldtitle.jpg This is an idea for the main character (you). Lemme know what you think. I'll make the menu in the correct dimensions by tomorrow, and prolly make png files of the menu items for plugging in. I've been thinking about some visual style for the game, what do you think about making this game mostly black and white? Doesn't have to be completely grayscale, but at least cut down use and saturation of colors, and maybe tint everything gold or blue or something. I'm seeing bright white environments, and clean marble-floored foyers of buildings, as well as sunny modern cityscapes with entire blocks of ruins from "the War" you could wander through and pillage. Also what would be really awesome would be innocent bystanders wandering the city, and lots of them. It would make combat a lot less click-n-spray. Anyway that's far off in the future of design, and the first step would still be a shoot-everything-that-moves kind of deal, but just a thought. Same for the weapon design also, perhaps we aim towards more powerful, realistic weapons with ammo limitations, to get away from the idea of depleting a health bar, and focusing attention on accuracy and tactics, which could be very cool for the style of controls we have chosen. Anyway, it's late and I'm rambling peace out. Andres Reinot an...@re... www.reinot.com |
From: Josh B. <br...@vr...> - 2002-06-16 02:06:48
|
On Sat, 15 Jun 2002, Ben Scott wrote: > On Sat, 15 Jun 2002, Josh Brown wrote: > > > Does stl have and tree type data structures implemented? > > Not directly. Some of the containers - set and map I believe - are > implemented as a Red-Black tree, but I don't believe they're publicly > exposed. > > > And in our obj. collision system is it possible to ask the system if two > > objects would collide? > > Josh > > Not directly. ;) Do you need this functionality?? I could add it in ... Maybe - Actaully, what is needed isn't really object collision. What we need is the capability to draw a line between an two objects and see if any other object is on that line? This allows the enemy to "see" or not see his opponent. Josh > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Ben S. <bs...@vr...> - 2002-06-16 01:36:29
|
On Sat, 15 Jun 2002, Josh Brown wrote: > Does stl have and tree type data structures implemented? Not directly. Some of the containers - set and map I believe - are implemented as a Red-Black tree, but I don't believe they're publicly exposed. > And in our obj. collision system is it possible to ask the system if two > objects would collide? > Josh Not directly. ;) Do you need this functionality?? I could add it in ... cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Josh B. <br...@vr...> - 2002-06-16 01:27:34
|
I may be a man's man for the next two weeks but as of June 29th I'm Jen's Man (just to clarify). I have two questions and hopefully one of you smart guys can answer - Does stl have and tree type data structures implemented? And in our obj. collision system is it possible to ask the system if two objects would collide? Josh On Sat, 15 Jun 2002, Chad Austin wrote: > Josh Brown is a hero -- a man's man. May he lead our people unto salvation and > save us from all that is evil. > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Ben S. <bs...@vr...> - 2002-06-15 22:09:31
|
I will be at VRAC Sunday night. Let's plan to talk about: - What remains for iteration 1. - Solidify tasks for iteration 2. - Divide up tasks for the new guys. I personally think we need to come up with at least a couple dozen concrete tasks that need to be done. This way we can clearly see the path to the finished game. IMHO, this is especially important as we add new team members in the middle of the project. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Fri, 14 Jun 2002, Brown Joshua L wrote: > Hey everyone, I will be in Ames this weekend again and will be at Vrac > sunday night, I'm hopefully going to have a larger chunk of the AI done, I'm > hoping to be able to demonstrate by sunday evening a single unit move > randomely, but we'll see how much time Jen gives me to work on it. Anyway > i'd like to catch up with some of you that I haven't seen in a while, and if > we could sit down and make any design decisions that are pending that would > be great too, so if your in Ames and have nothing to do stop by VRAC sunday > evening sometime after 8 and see if I (or anyone else) am around. > > peace > Josh > |
From: Ben S. <bs...@vr...> - 2002-06-15 22:05:26
|
On Sat, 15 Jun 2002, Chad Austin wrote: > Josh Brown is a hero -- a man's man. May he lead our people unto salvation and > save us from all that is evil. Absolutely! Hallelujah! May he lead us to the promised game and save us from evil schedule-slipping bugs and design flaws. ;) cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Kevin M. <ke...@vr...> - 2002-06-15 22:03:10
|
cool. I was hoping it was that, and that phui wasn't an app runner like gk... hopefully the input system will be easy to extract. I know it would be if we started with GK's input syms. I haven't looked too much as phui's to know how you want it though. *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ On Sat, 15 Jun 2002, Ben Scott wrote: > I think we would make a bridge to GK for phui. Phui and GK have different > goals ... I see no overlap where duplication would occur IF this symbol > library is created. > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > On Sat, 15 Jun 2002, Kevin Meinert wrote: > > > > > so you're saying phui would plug into GK or would replace it? Seems that > > we wouldn't want to duplicate GK unless we didn't like it. If we don't > > like it we should discuss why, and fix it. > > > > *--*---*---*----*-----*------*------*-----*----*---*---*--* > > Kevin Meinert /_/ > > http://www.vrac.iastate.edu/~kevn \ / > > Virtual Reality Applications Center \/ __ \/ > > Howe Hall, Iowa State University, Ames Iowa \__ > > \_\ > > > > On Fri, 14 Jun 2002, Chad Austin wrote: > > > > > > so a .h file with lots of const ints ? yay. just copy what is in game > > > > kernel, it is already writen I think... > > > > > > phui has bridges between glut and SDL already. :) > > > > > > Sorry if I am repeating things. I am going through the e-mail that accumulated > > > while I worked on Sphere today. > > > > > > > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > > > > _______________________________________________________________ > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > |
From: Ben S. <bs...@vr...> - 2002-06-15 22:01:35
|
On Fri, 14 Jun 2002, Chad Austin wrote: > By list I meant mailing list. i.e. isu...@li... Go to http://lists.sourceforge.net/lists/listinfo/isugamedev-midworld to subscribe to the isugamedev-midworld mailing list. > > I am not really sure what we want you to do either. :) Anyone else? > > > Hey Chad. I'm not quite sure what you mean by list, kind of ignorant > > aren't I? I am good as design though :P. I'm afraid I can't in fact use > > CVS, There's a really great manual for CVS at http://cvshome.org. However, we can walk you through the basics if you'd like. CVS is a program that runs on the SourceForge server that stores all of our work - code, docs, images, etc. It keeps a history of the changes made to each file and also allows multiple people to edit a given file at the same time! CVS makes it possible for us all to work together. > > but I can write (something I forgot to tell you,) storylines and > > things. So, i'm not exactly sure what you want me to do? Just send ideas > > for design revisions on anything to you guys? I could certainly write a > > better storyline if it's called for... So what do you want me to do. I > > hope I can help in anyway I can once I figure out what i'm doing. Basically we'd like you to do whatever you're interested in doing. Just make sure you email the isugamedev-midworld mailing list to let everybody know what you're doing so there isn't any duplicated work. Since you say you're a writer and good at design, it sounds like your skills would best be used if you started working on a story and gameplay design. Of course, we'd want you to put the document in CVS. :) Reply back to the list if you're interested. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Ben S. <bs...@vr...> - 2002-06-15 21:51:10
|
I think we would make a bridge to GK for phui. Phui and GK have different goals ... I see no overlap where duplication would occur IF this symbol library is created. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Sat, 15 Jun 2002, Kevin Meinert wrote: > > so you're saying phui would plug into GK or would replace it? Seems that > we wouldn't want to duplicate GK unless we didn't like it. If we don't > like it we should discuss why, and fix it. > > *--*---*---*----*-----*------*------*-----*----*---*---*--* > Kevin Meinert /_/ > http://www.vrac.iastate.edu/~kevn \ / > Virtual Reality Applications Center \/ __ \/ > Howe Hall, Iowa State University, Ames Iowa \__ > \_\ > > On Fri, 14 Jun 2002, Chad Austin wrote: > > > > so a .h file with lots of const ints ? yay. just copy what is in game > > > kernel, it is already writen I think... > > > > phui has bridges between glut and SDL already. :) > > > > Sorry if I am repeating things. I am going through the e-mail that accumulated > > while I worked on Sphere today. > > > > > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Kevin M. <ke...@vr...> - 2002-06-15 17:49:02
|
so you're saying phui would plug into GK or would replace it? Seems that we wouldn't want to duplicate GK unless we didn't like it. If we don't like it we should discuss why, and fix it. *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ On Fri, 14 Jun 2002, Chad Austin wrote: > > so a .h file with lots of const ints ? yay. just copy what is in game > > kernel, it is already writen I think... > > phui has bridges between glut and SDL already. :) > > Sorry if I am repeating things. I am going through the e-mail that accumulated > while I worked on Sphere today. > > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Chad A. <ae...@ae...> - 2002-06-15 15:37:45
|
Josh Brown is a hero -- a man's man. May he lead our people unto salvation and save us from all that is evil. |
From: Chad A. <ae...@ae...> - 2002-06-15 04:03:52
|
By list I meant mailing list. i.e. isu...@li... I am not really sure what we want you to do either. :) Anyone else? > Hey Chad. I'm not quite sure what you mean by list, kind of ignorant > aren't I? I am good as design though :P. I'm afraid I can't in fact use > CVS, but I can write (something I forgot to tell you,) storylines and > things. So, i'm not exactly sure what you want me to do? Just send ideas > for design revisions on anything to you guys? I could certainly write a > better storyline if it's called for... So what do you want me to do. I > hope I can help in anyway I can once I figure out what i'm doing. |
From: Chad A. <ae...@ae...> - 2002-06-15 03:59:42
|
> so a .h file with lots of const ints ? yay. just copy what is in game > kernel, it is already writen I think... phui has bridges between glut and SDL already. :) Sorry if I am repeating things. I am going through the e-mail that accumulated while I worked on Sphere today. |
From: Chad A. <ae...@ae...> - 2002-06-15 03:56:59
|
> I may have put down the wrong name, but it's an input symbol library. So > that we can write all our apps for the same set of symbols for Keys and > Mouse inputs, etc. Then we don't have to have a different set for > GameKernel, phui, etc. I believe Chad already has this mostly written ...? Yeah, right now it is in phui as a sort of hack. I may have to think a little to make sure I don't have to rewrite anything (if you intend software to last a while, you need to make sure it does). |
From: Chad A. <ae...@ae...> - 2002-06-15 03:53:34
|
> > * Model loading (OpenSG support?) > hehe.. how about a working game proto first? :) right now we don't > implement any game play! :) > > I think before model loading and other techie crap that doesn't > matter, we need to make sure the game (play) works. > > > * Some models to load ... > see above > > > * Basic AI framework > sure, keep it (really) simple until we know that particular AI model is > the one to go with. (think proto)... I agree with Kevin on this one. > > * Input completed (needs that inputSym library to be written/released) > what is inputsym? why not use gamekernel? why do we need queued input? > theoretically it is nice, yes, but really for this prototype why is it > needed? in the end it isn't truely needed anyway as long as the user > types slower than 70 fps (reasonable enough... :) InputSym or whatever it is named will be a portable (across Sphere, GK, SDL, glut, Win32, etc.) input symbol library. I am tired of making new KEY_A, KEY_B, etc. enums... |
From: Brown J. L <Bro...@Jo...> - 2002-06-14 19:15:25
|
Hey Johnathan How are you doing? I just saw your commit and I was wondering did you make any functional changes to SDL? or was it just whitspace clean up Josh |
From: Brown J. L <Bro...@Jo...> - 2002-06-14 19:03:55
|
Hey everyone, I will be in Ames this weekend again and will be at Vrac sunday night, I'm hopefully going to have a larger chunk of the AI done, I'm hoping to be able to demonstrate by sunday evening a single unit move randomely, but we'll see how much time Jen gives me to work on it. Anyway i'd like to catch up with some of you that I haven't seen in a while, and if we could sit down and make any design decisions that are pending that would be great too, so if your in Ames and have nothing to do stop by VRAC sunday evening sometime after 8 and see if I (or anyone else) am around. peace Josh |
From: Ben S. <bs...@vr...> - 2002-06-13 22:33:06
|
> > As for GameKernel, I was also having problems with it relative to mouse > > clicks. About 30% of the time, it misses my mouse clicks. I guess I click > > to fast ... ;) > > cool, add a task and it can be something to fix. but i don't see how this > keeps us from using game kernel in the prototype. actually GK will save > tons of dev time not reimplementing stuff... as a framework it is > completely good, it just needs improvment on the implementation. Of > course if you write anything from scratch, you'll have to do that PLUS > make it catch every mouse click. I'd rather do the fast option. > especially for the proto. I don't really understand the problem you have > with GK i guess, you wrote it... :P :) I guess I'm just worried that the internal changes will cause a lot of interface changes that could be annoying to modify apps to later. Honestly I don't actually have a problem with using GK. I'm just to lazy to port to it myself ... maybe I'll do it tonight though. ;) > widgets for health meters isn't a phui thing I don't think... Or does > every widget have to be phui? Why not just make a game object (c++ class) > that can draw() itself. and draw those to the screen? I hate it that we > might get swamped in frameworks and other crap when the solution is so > simple and easy to do. especially for a ___prototype___. to me, that > word makes me think "keep it very simple while showing the game's > intent"... Try actually using phui. It's cake to use. An UI stuff is EXACTLY the kind of stuff I don't want to have to reimplement for a prototype. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Kevin M. <ke...@vr...> - 2002-06-13 21:58:22
|
> > matter, we need to make sure the game (play) works. > > That was/is the goal of the first iteration. I'm trying to think ahead to > the next one ... where we do improvements to the prototype. Besides, I > want to make sure we get Andres heavily involved now to work out the art > issues. I know it takes much longer to update artwork than code. I'd > rather we hash through those issues early on. ok, it just sounded like you were moving us to iteration #2 very soon, when iteration #1 is so far off from done (no game play yet). > > theoretically it is nice, yes, but really for this prototype why is it > > needed? in the end it isn't truely needed anyway as long as the user > > types slower than 70 fps (reasonable enough... :) > > I may have put down the wrong name, but it's an input symbol library. so a .h file with lots of const ints ? yay. just copy what is in game kernel, it is already writen I think... > So > that we can write all our apps for the same set of symbols for Keys and > Mouse inputs, etc. Then we don't have to have a different set for > GameKernel, phui, etc. I believe Chad already has this mostly written ...? cool. maybe port gamekernel to it. > > As for GameKernel, I was also having problems with it relative to mouse > clicks. About 30% of the time, it misses my mouse clicks. I guess I click > to fast ... ;) cool, add a task and it can be something to fix. but i don't see how this keeps us from using game kernel in the prototype. actually GK will save tons of dev time not reimplementing stuff... as a framework it is completely good, it just needs improvment on the implementation. Of course if you write anything from scratch, you'll have to do that PLUS make it catch every mouse click. I'd rather do the fast option. especially for the proto. I don't really understand the problem you have with GK i guess, you wrote it... :P :) > > > > > > * Basic UI (HUD for health, weapons, etc) implemented (with phui?) > > > - Depends on the input completion > > > > why? what user input are we getting? you mention output only ideas, not > > anything with text input, and gamekernel is usable now. not sure how this > > depends upon anything getting completed, it definately depends on phui or > > whatever widgets for health meters getting completed though... > > The dependency is there since phui depends on the input symbol library. ok, what about this... > > why? what user input are we getting? you mention output only ideas, not > > anything with text input... widgets for health meters isn't a phui thing I don't think... Or does every widget have to be phui? Why not just make a game object (c++ class) that can draw() itself. and draw those to the screen? I hate it that we might get swamped in frameworks and other crap when the solution is so simple and easy to do. especially for a ___prototype___. to me, that word makes me think "keep it very simple while showing the game's intent"... kevin > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > -- *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ |
From: Chad A. <ae...@ae...> - 2002-06-13 21:40:59
|
Hah. I like weekly goals too, even though I will not have time this week. :( Sphere 0.97 still needs to be released, and I am going to visit Laura all day Saturday. Brown Joshua L wrote: > > If they come every week milestone isn't exactly a good word for it ;) but I > agree that having weekly goals for the development process is a great > strategy. And then we could have development and Ben could run them and he > could always be 20 minutes late to them and then Chad would have to run them > because Ben wasn't there. (inside joke about juggler meetings) Anwyay, I > like that idea, just le tme know when my deadlines are. > > Josh > > > -----Original Message----- > > From: Ben Scott [SMTP:bs...@vr...] > > Sent: Thursday, June 13, 2002 2:17 PM > > To: Brown Joshua L > > Cc: isu...@li... > > Subject: RE: [Isugamedev-midworld] Iteration 2 > > > > I was thinking of iteration 2 just being the next logical step towards > > completion. Perhaps milestone 2 would have been a better choice of words. > > I don't think we should necessarily have the game completed by the end of > > this phase. Rather, I would suggest some of the following goals: > > > > * Model loading (OpenSG support?) > > * Some models to load ... > > * Basic AI framework > > * Input completed (needs that inputSym library to be written/released) > > * Basic UI (HUD for health, weapons, etc) implemented (with phui?) > > - Depends on the input completion > > * Simple bounds collision detection integrated > > > > The tasks above focus on two things: > > 1. Making the game prettier ;) > > 2. Improving immersion (through interaction) > > > > Perhaps we should shoot for milestone completion at a rate of one > > milestone a week? Then we could set up our milestones based on that. > > > > cheers, > > ----- > > Ben Scott > > Research Assistant VRAC > > bs...@ia... > > > > On Thu, 13 Jun 2002, Brown Joshua L wrote: > > > > > I think that we should set iteration #2's completion date for the 29th > > of > > > June. And I would like to have the AI system completed by then, it will > > of > > > course need tweeking based on game play but that comes in the testing > > phase. > > > > > > Is iteration 2 the last iteration before we start testing - or do you > > > recomend that we have an iteration 3 then testing phase. > > > > > > -J > > > > > > > -----Original Message----- > > > > From: Ben Scott [SMTP:bs...@vr...] > > > > Sent: Thursday, June 13, 2002 1:54 PM > > > > To: isu...@li... > > > > Subject: [Isugamedev-midworld] Iteration 2 > > > > > > > > Now that the first iteration is nearly complete (missing bullets and > > those > > > > > > > > terribly tough randomly moving enemy cubes), we need to start thinking > > > > > > about our goals for the second iteration. > > > > > > > > Since we're adding new people to the project (our group has now grown > > to > > > > about 7 or 8), I think we may want to start figuring out where the > > > > boundaries of our subsystems lie so we can easily work without > > stepping on > > > > > > > > each other's toes too much. > > > > > > > > Additionally, we need new concrete tasks both for the architectural > > design > > > > > > > > (since the prototype will be done) and the gameplay (we DO eventually > > need > > > > > > > > a game not a technical demo). > > > > > > > > Please mail the list with ideas for goals for Iteration 2. > > > > > > > > cheers, > > > > ----- > > > > Ben Scott > > > > Research Assistant VRAC > > > > bs...@ia... > > > > > > > > > > > > _______________________________________________________________ > > > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > > August 25-28 in Las Vegas - > > > > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > > > > > _______________________________________________ > > > > Isugamedev-midworld mailing list > > > > Isu...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Ben S. <bs...@vr...> - 2002-06-13 21:10:42
|
On Thu, 13 Jun 2002, Kevin Meinert wrote: > > > this phase. Rather, I would suggest some of the following goals: > > > > * Model loading (OpenSG support?) > hehe.. how about a working game proto first? :) right now we don't > implement any game play! :) > > I think before model loading and other techie crap that doesn't > matter, we need to make sure the game (play) works. That was/is the goal of the first iteration. I'm trying to think ahead to the next one ... where we do improvements to the prototype. Besides, I want to make sure we get Andres heavily involved now to work out the art issues. I know it takes much longer to update artwork than code. I'd rather we hash through those issues early on. > > > * Some models to load ... > see above > > > * Basic AI framework > sure, keep it (really) simple until we know that particular AI model is > the one to go with. (think proto)... Agreed. > > > * Input completed (needs that inputSym library to be written/released) > what is inputsym? why not use gamekernel? why do we need queued input? > theoretically it is nice, yes, but really for this prototype why is it > needed? in the end it isn't truely needed anyway as long as the user > types slower than 70 fps (reasonable enough... :) I may have put down the wrong name, but it's an input symbol library. So that we can write all our apps for the same set of symbols for Keys and Mouse inputs, etc. Then we don't have to have a different set for GameKernel, phui, etc. I believe Chad already has this mostly written ...? As for GameKernel, I was also having problems with it relative to mouse clicks. About 30% of the time, it misses my mouse clicks. I guess I click to fast ... ;) > > > * Basic UI (HUD for health, weapons, etc) implemented (with phui?) > > - Depends on the input completion > > why? what user input are we getting? you mention output only ideas, not > anything with text input, and gamekernel is usable now. not sure how this > depends upon anything getting completed, it definately depends on phui or > whatever widgets for health meters getting completed though... The dependency is there since phui depends on the input symbol library. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Kevin M. <ke...@vr...> - 2002-06-13 21:00:24
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> this phase. Rather, I would suggest some of the following goals: > > * Model loading (OpenSG support?) hehe.. how about a working game proto first? :) right now we don't implement any game play! :) I think before model loading and other techie crap that doesn't matter, we need to make sure the game (play) works. > * Some models to load ... see above > * Basic AI framework sure, keep it (really) simple until we know that particular AI model is the one to go with. (think proto)... > * Input completed (needs that inputSym library to be written/released) what is inputsym? why not use gamekernel? why do we need queued input? theoretically it is nice, yes, but really for this prototype why is it needed? in the end it isn't truely needed anyway as long as the user types slower than 70 fps (reasonable enough... :) > * Basic UI (HUD for health, weapons, etc) implemented (with phui?) > - Depends on the input completion why? what user input are we getting? you mention output only ideas, not anything with text input, and gamekernel is usable now. not sure how this depends upon anything getting completed, it definately depends on phui or whatever widgets for health meters getting completed though... > * Simple bounds collision detection integrated kevin On Thu, 13 Jun 2002, Ben Scott wrote: > I was thinking of iteration 2 just being the next logical step towards > completion. Perhaps milestone 2 would have been a better choice of words. > I don't think we should necessarily have the game completed by the end of > this phase. Rather, I would suggest some of the following goals: > > * Model loading (OpenSG support?) > * Some models to load ... > * Basic AI framework > * Input completed (needs that inputSym library to be written/released) > * Basic UI (HUD for health, weapons, etc) implemented (with phui?) > - Depends on the input completion > * Simple bounds collision detection integrated > > The tasks above focus on two things: > 1. Making the game prettier ;) > 2. Improving immersion (through interaction) > > Perhaps we should shoot for milestone completion at a rate of one > milestone a week? Then we could set up our milestones based on that. > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > On Thu, 13 Jun 2002, Brown Joshua L wrote: > > > I think that we should set iteration #2's completion date for the 29th of > > June. And I would like to have the AI system completed by then, it will of > > course need tweeking based on game play but that comes in the testing phase. > > > > Is iteration 2 the last iteration before we start testing - or do you > > recomend that we have an iteration 3 then testing phase. > > > > -J > > > > > -----Original Message----- > > > From: Ben Scott [SMTP:bs...@vr...] > > > Sent: Thursday, June 13, 2002 1:54 PM > > > To: isu...@li... > > > Subject: [Isugamedev-midworld] Iteration 2 > > > > > > Now that the first iteration is nearly complete (missing bullets and those > > > > > > terribly tough randomly moving enemy cubes), we need to start thinking > > > about our goals for the second iteration. > > > > > > Since we're adding new people to the project (our group has now grown to > > > about 7 or 8), I think we may want to start figuring out where the > > > boundaries of our subsystems lie so we can easily work without stepping on > > > > > > each other's toes too much. > > > > > > Additionally, we need new concrete tasks both for the architectural design > > > > > > (since the prototype will be done) and the gameplay (we DO eventually need > > > > > > a game not a technical demo). > > > > > > Please mail the list with ideas for goals for Iteration 2. > > > > > > cheers, > > > ----- > > > Ben Scott > > > Research Assistant VRAC > > > bs...@ia... > > > > > > > > > _______________________________________________________________ > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > August 25-28 in Las Vegas - > > > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > 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...> - 2002-06-13 20:10:26
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This should be discussed on the officers list. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Thu, 13 Jun 2002, Brown Joshua L wrote: > Chad and everyone, I have a question regarding people that can be in the > gamedev club. Are non Iowa State students allowed/encouraged to > participate? > Josh > > > -----Original Message----- > > From: Chad Austin [SMTP:ae...@ae...] > > Sent: Thursday, June 13, 2002 2:11 PM > > To: Ethan Bass > > Cc: isu...@li... > > Subject: Re: [Isugamedev-midworld] Gameplay Design > > > > We could really use a game designer! Unfortunately, the club is 95% > > programmers. Have you read what we have so far on the midworld page? > > (http://isugamedev.sf.net/midworld/) Do you know how to use CVS? Do you > > have a > > SourceForge account? (http://sf.net/) > > > > I think a good starting point is looking at the design we have so far and > > fleshing it out. (Of course, we need to make sure the implementation is > > caught > > up to the design...) > > > > Send another message to the list if you have more questions. > > > > Thanks, > > Chad > > > > > I recently heard of your project to create a game before the end of the > > > summer. I am currently working on multiple game designs, and would like > > > to try my hand at coming up with gameplay mechanics from some new ideas. > > > I would be happy to contribute. Please e-mail me back if you would be > > > intrested in having me on. > > > > _______________________________________________________________ > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > August 25-28 in Las Vegas - > > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |