Conversation with #darkwynter

(11:30:48 PM) Subhir: star gazer is back...
(11:30:48 PM) Katla: i like it but iss it really worth the cost involved?
(11:30:55 PM) flatline0: keep wanting to write the room name as #define instead of #darkwynter
(11:31:04 PM) madgamer: heh
(11:31:21 PM) flatline0: yeh... i don't think it matters much if we draw the players on the AIVision pass....
(11:31:42 PM) flatline0: props might be nice b/c then you could hide behind them... but i dno't think it's neccessary and would be a lot more expensive
(11:32:05 PM) Katla: the game cheats...im down with that...all games cheat
(11:32:13 PM) madgamer: We can selectively draw props too.. ie, grass is small anyway
(11:32:25 PM) Subhir: props aren't included in ai vision
(11:32:36 PM) flatline0: well.. and if we are only drawing what's in the room, it might not be too bad... have to see....
(11:32:43 PM) madgamer: depends on the kind of prop..
(11:32:44 PM) flatline0: right... saying in theory
(11:32:45 PM) Subhir: mainly because they would have to instanced
(11:33:38 PM) flatline0: gpuPhysics props is what i mean... i plan on creating static and dynamic GpuObjects and using the former to do vegetation....
(11:33:49 PM) flatline0: have to wait to see if i get that far though...
(11:34:00 PM) flatline0: main prob with that is collisoin... there's a couple ways we can do this...
(11:34:15 PM) Subhir: and if u get that far... we'll have to see if we can implement a cheap way of including them in ai vision
(11:34:50 PM) flatline0: we can just not collide with the props in the level (make them small like grass and stuff) and use tracer invisible Particles to check for collisions
(11:35:22 PM) flatline0: or we can work towards doing all the collision on the gpu which would involve creating a darmatter object that was a subset of mass... the properties we need to move to the gpu....
(11:36:26 PM) madgamer: Since we are in a canyon anyway.. there probably won't be giant boulders and trees right?
(11:36:36 PM) flatline0: no...
(11:36:44 PM) Katla: -no boulders...they suck
(11:36:52 PM) madgamer: Although doors might be considered props
(11:36:55 PM) flatline0: just basic simple foliage for now... stuff we don't have to do collision with...
(11:37:00 PM) Katla: grass
(11:37:02 PM) madgamer: right
(11:37:10 PM) flatline0: some we will i guess, like doors...
(11:37:34 PM) madgamer: We need to separate the terms.. props is a bit too general now
(11:37:57 PM) flatline0: so... we should probably start with collision being on the cpu predominatly... we can use the invisible particles to find gpuPhysics objects collisions and the rest of the gpuObjects we don't have to collide with
(11:38:12 PM) madgamer: doors would be special objects which will animate into a non-collidable state once you do something to them (break them, erode them etc)
(11:38:14 PM) flatline0: okay... CpuProps... GpuProps
(11:38:43 PM) flatline0: right now we just ahve doors... but we'll likely need a few other things...
(11:38:52 PM) flatline0: at least, we should support multoples...
(11:40:30 PM) flatline0: so... we do CPU collisions... and i'll keep working on the GPu tech... if we get it running, we can convert by simply creating a darkmatter object as a property of Mass... then create a background process that monitors changes to any Mass object and updates the GPU properties as needed... that goes into a whole section of development with GPU memory managment that we prob won't get to
(11:41:05 PM) flatline0: biggest problems are how to get player on the gpu....
(11:42:06 PM) madgamer: hm..
(11:42:24 PM) Subhir: cig...
(11:42:29 PM) Subhir: keep going will catch up
(11:43:27 PM) flatline0: okay... so aside from player being a minor problem i think...
(11:44:31 PM) flatline0: ... the gpu collision stuff is proven but not tested.. we ran into some issues with the map being rotated differently than another map and got collisions but they were false positives from reading the wrong data point...
(11:44:54 PM) madgamer: ok
(11:45:38 PM) flatline0: it's actually rather difficult to tell b/c all the particles get the same force at every voxel, so right now (last night) i began working on giving each GpuObject (group of like objects) it's own force map (windmap) so we can move them differently and check the collisions through visual inspection
(11:46:19 PM) flatline0: our collision on the gpu is only two dimensional as well... we detect x/z collisions, but two objects on the same Y space would be missed...
(11:46:36 PM) flatline0: this is b/c we are using a texture in a way similar to the lookup map...
(11:46:56 PM) flatline0: by using two collsion maps (SpatialMaps) we can cover all 3 dimensions....
(11:47:22 PM) madgamer: We might need to do that.. not sure though
(11:47:28 PM) flatline0: we do that by referencing the area surrounding an object on both maps... taken from different perspectives
(11:48:06 PM) flatline0: after we get that running... we find our next problem is that we can only cover a 4096x4096 grid b/c of limitations with Render To Texture
(11:48:37 PM) madgamer: oh.. I gues 4096p is a bit high
(11:48:54 PM) flatline0: the voxels in this grid have to be tight enough so that the voxel fits inside the object, or we wind up with two objects potentiall occupying the same voxel on both SpatialMaps and one overwriting the other
(11:49:27 PM) madgamer: right
(11:49:34 PM) flatline0: a room the size we are using is small enough that we could just run collision in a single room and it would be fine... then we can just move room to room
(11:50:09 PM) flatline0: in a larger system, we would need to cover the playing area with a grid of SpatialMaps, like papers layed out on a table touching end to end and side to side
(11:50:55 PM) flatline0: ... or... move the Spatial Maps along with the player to catch collisions around them (one player solution).... this would miss collisions on the other side of the board though
(11:51:33 PM) flatline0: in theory... we don't need collisions except where the players are b/c there shouldn't be any unpredicted motion... only players generate that
(11:52:10 PM) Subhir: right
(11:52:11 PM) madgamer: The AI included?
(11:52:12 PM) flatline0: and as long as objects can't move farther away from the player than the edge of the Spatial Map, we're good (unlike particles bouncing all over the entire board)
(11:52:40 PM) flatline0: AI included... though the AI really doesn't need to be active until the player is within SpatialMap distance anyway...
(11:52:54 PM) flatline0: human i mean instead of player
(11:53:15 PM) madgamer: yea
(11:53:55 PM) flatline0: okay... for room loading...
(11:54:08 PM) flatline0: when a room is two away from you we should load all it's props...
(11:54:24 PM) flatline0: we load the AI when the player enters the room by fading them in like ghosts appearing...
(11:54:47 PM) madgamer: that works
(11:54:54 PM) flatline0: that way we know where the AI are at the moment the human walks in... instead of giving them an entire levels worth of time to roam around and get stuck or something
(11:55:32 PM) flatline0: also... lightens the AI Vision requirements...
(11:55:59 PM) madgamer: indeed
(11:56:14 PM) flatline0: how's everyone feeling on the scope of all this...
(11:56:37 PM) Subhir: worried about the staged loading
(11:56:50 PM) flatline0: your not the only one....
(11:57:36 PM) flatline0: we collapsed a lot of fluff out of it when you were over here... think there's a lot more that can be done to consolidate it to a few simple functions....
(11:57:49 PM) madgamer: We have reduced some scope here tonight.. gonna have to attack that milestone list to get an idea of what might be too much
(11:57:57 PM) flatline0: kind of like what Sudden Drop was doing with loading sections at a time...
(11:58:05 PM) Subhir: talking about the room-vise loading
(11:58:34 PM) flatline0: if we modify the xml to include rooms, then we should be able to pull it straight from there when we hit the Portal triggers...
(11:58:37 PM) flatline0: ohhll....
(11:58:50 PM) madgamer: That included, as long as we don't put too much in a room it shouldn't lock up while loading too much
(11:58:54 PM) flatline0: so in GameObject, I added another method
(11:59:03 PM) flatline0: agreed...
(11:59:18 PM) flatline0: We added the TriggerResponse method...
(11:59:59 PM) flatline0: this could have many applications, but for now what we want to do is have collision take the two objects that collide and call trigger response on them, passing the foreign object into the one that's being processed....
(11:59:59 PM) Subhir: u want to use that to load the objects?
(9/16/2007 12:00:10 AM) flatline0: no... just for the Portals
(12:00:25 AM) flatline0: their trigger response to particles will be to take damage
(12:00:38 AM) madgamer: ah
(12:00:53 AM) flatline0: once satisfied, their trigger response to a player collision will be to call the LoadNextRoom methods
(12:01:03 AM) Subhir: k
(12:01:08 AM) flatline0: get that?
(12:01:37 AM) flatline0: once they take enough damage, they open the door and the room one down is loaded... the current room loads it's AIs...
(12:02:13 AM) flatline0: Portal is abstract enough that we can create Invisible UnLocked doors to do the same thing for areas we don't want to blockade, but do want to set in a diff room
(12:02:40 AM) flatline0: so... basically a bounding box that you walk through that triggers the load mechanics
(12:03:13 AM) flatline0: just that it also has a model hook that we can use for real doors and gates..
(12:03:26 AM) madgamer: ah ok that makes sense
(12:03:46 AM) flatline0: that's A's major project along with modelling a couple of Hands
(12:04:13 AM) madgamer: Well now that we don't have AoE in the game we may not need the left hand though it would just be a mirror anyway probably
(12:05:05 AM) flatline0: so one of us wil need to make a simple edit in Collision to call the triggerResponse method and A can handle most of the rest of it...
(12:05:22 AM) madgamer: cool
(12:05:33 AM) flatline0: correct... we're comp scis... do it once and we can duplicate it to infinity
(12:05:37 AM) flatline0: :)
(12:05:40 AM) Subhir: what else does she need from there?
(12:05:48 AM) Katla: damage
(12:05:59 AM) Subhir: what about the forces?
(12:06:18 AM) flatline0: only part we really haven't solved is the loading and drawing support for nonGameObjectList props
(12:06:49 AM) Katla: well, the question really is do we need to do the damage math inside the portal class or in collision (or wherever the hell it is right now)
(12:06:51 AM) flatline0: and the mechanics of opening the door and removing the collision barrier, which could in theory just be done by reducing boundingsphere.radius to 0
(12:07:07 AM) Katla: boundingsphere dropping to 0 is done
(12:07:14 AM) flatline0: not much math to it... just add 5 till we get to 100 or something...
(12:07:36 AM) Katla: just nee dto do the rotational math....which I cant do until I can see the model...
(12:07:41 AM) Subhir: ya... but where do u want to do it?
(12:07:51 AM) Katla: what the damage?
(12:08:02 AM) Subhir: we aren't doing rotational forces
(12:08:12 AM) Katla: its not really a foce
(12:08:26 AM) Katla: we just take the existing model and rotate it on the y axis...
(12:08:39 AM) Katla: does that malke sense?
(12:08:42 AM) flatline0: in the Portal object itself
(12:09:01 AM) Subhir: r u sure u want to do rotational spins?
(12:09:13 AM) flatline0: we don't have to do it by force... it can be hacked since it's all in the same function... just manually adjust the rotation from 0 to 90
(12:09:17 AM) Katla: it's only a 45 degree turn...
(12:09:20 AM) Katla: cant be that bad
(12:09:30 AM) Katla: or rather 90...
(12:09:38 AM) Katla: or we could just raise the door...
(12:09:48 AM) madgamer: Raising works :)
(12:09:50 AM) madgamer: less pain
(12:09:56 AM) Subhir: or drop into the ground
(12:10:18 AM) Katla: or we could give it a shit load of polygons and break it all to hell and back
(12:10:22 AM) Subhir: or just reduce the scale to 0
(12:10:23 AM) madgamer: or its just a transparent energy shield that goes totally transparent (gradually)
(12:10:27 AM) flatline0: i like droping it into the ground... got a nice sound effect idea for that...
(12:10:33 AM) Katla: ok crazies
(12:11:08 AM) madgamer: We have animation now.. why not use it to just have the door open?
(12:11:27 AM) Katla: cause i dont want to animate a door...
(12:11:41 AM) Subhir: because getting it to work with "props" is gonna be a pain
(12:11:46 AM) Katla: call me lazy...im not an animator...
(12:11:47 AM) madgamer: ah
(12:11:57 AM) madgamer: good point.. we only have it on players
(12:12:18 AM) Subhir: right... thats for a reason... cause the animation lib is a pos
(12:12:18 AM) Katla: the hands on the uh, model, are going to be a big enough piain
(12:12:38 AM) flatline0: b/c the animation and the collision won't work together since we are using boundingspheres... we'd have to next an object within an object....
(12:13:07 AM) flatline0: droping it into the ground is my vote... we can do some texturing on it to make it look like it rusted or is burning down or whatever
(12:13:15 AM) Katla: ok command decision (since its my math anyway)....we will just scale it on the y and drop it down
(12:13:54 AM) madgamer: Still have to rotate it and make sure it doesn't go through terrain when its dropped though.. what if the player modded the terrain in front of it?
(12:14:13 AM) Katla: not if you are just doing the y scale...
(12:14:31 AM) madgamer: Ah :) I see now
(12:14:41 AM) madgamer: good thinking
(12:15:29 AM) Katla: ok...so let'sthrash thru the rest of the milestones
(12:15:38 AM) Subhir: or we could do a scale on all three axis and make it vanish
(12:15:55 AM) Katla: oh my damn...if you dont like the math, fic it ;-)
(12:16:06 AM) madgamer: I like moving it down better..
(12:16:16 AM) Katla: uhhhh fix
(12:16:22 AM) flatline0: don't think we want it all majickal like that... i like it rusting down into the ground... however the math on that works i don't care...
(12:16:47 AM) Subhir: k
(12:16:49 AM) flatline0: translate it... scale it... whatever... we can alpha fade it for all that matters and kill the bounding sphere
(12:17:04 AM) Katla: ok so again, rest of milestones
(12:17:19 AM) madgamer: right
(12:17:20 AM) Katla: actually, how do i need to figure out the damage on the door?
(12:17:42 AM) Katla: just take the mass and the force and subtract that from the doorhealth?
(12:17:53 AM) Subhir: i will give u the damage
(12:17:55 AM) Katla: k
(12:17:59 AM) madgamer: BoundingSphere won't really work for a door though.. Isn't there a boundingbox already built in we can use? (if not its easy to do)
(12:18:00 AM) Katla: beans
(12:18:25 AM) Katla: there is a boundingbox according to j
(12:18:30 AM) madgamer: good
(12:18:58 AM) Subhir: there is a bounding box... but it is going to be a pain to change the collision for that one set of collisions
(12:19:09 AM) madgamer: anyway, the list... limiting terrain mod.. do you mean you can't hold it down to mod?
(12:19:29 AM) Katla: keeping them from getting above the level...
(12:19:35 AM) madgamer: Not really its just HumanDoorCollision
(12:19:38 AM) Katla: jj wants them to have to build stairs
(12:20:20 AM) madgamer: ah.. well It should really be up to them how they build terrain to get up to the next area
(12:20:54 AM) madgamer: But I do think that terrain mods way too fast right now and can be slowed a bit (add a timer delay)
(12:20:58 AM) Katla: there is a way to limit the t mod though....we do it with the size currently dont we?
(12:21:14 AM) madgamer: Yea the size determines how big it is
(12:21:31 AM) Subhir: j was thinking of doing it in steps anyhow
(12:21:59 AM) Katla: it doesnt really matter....we just need to pick a size and run with it...the 255 check will get them where we want them...
(12:22:14 AM) Katla: uhhh keep them that is
(12:23:08 AM) flatline0: steps are an old solution... was thinking somehow we could limit people from getting above the terrain my limitting how muc they could terrainMod based on the surrounding terrain.... we have a better theory with the R=255 solution
(12:23:18 AM) madgamer: Yea we can go with one mod size.. and I think we should use a rectangle instead of a square.. its easier to build a wall that way..
(12:23:36 AM) Katla: either or...
(12:24:14 AM) Katla: ok...so who wants to take out flying...
(12:24:14 AM) Subhir: i'm hungry... gonna grab a snack and be back... still reading though
(12:24:26 AM) Katla: or just limit it to a single jump...
(12:24:31 AM) madgamer: Thats like a two liner :P
(12:24:37 AM) madgamer: I say double jump
(12:24:43 AM) Katla: double is fine
(12:24:44 AM) madgamer: just two jumps
(12:24:48 AM) madgamer: I can do that
(12:24:55 AM) Katla: knock it out...
(12:25:16 AM) Katla: gpu stuff...thats all j
(12:25:18 AM) madgamer: But wait what did we decide about the first one.. I'm still not clear what it means
(12:25:35 AM) Katla: we jest need to set the size
(12:25:39 AM) madgamer: ok
(12:25:48 AM) Katla: playtesting....
(12:26:04 AM) madgamer: should rename that.. are you editing it on the wiki? don't want to overwrite anything you do
(12:26:15 AM) Katla: not editing...reading
(12:26:23 AM) madgamer: ok
(12:26:30 AM) madgamer: I'll edit things as we decide then
(12:26:43 AM) Katla: tutorial rooms are built...just need to add in the gates...
(12:26:50 AM) Katla: and triggers
(12:27:07 AM) Katla: which I am working on/
(12:27:12 AM) madgamer: ok
(12:28:16 AM) madgamer: What about the "terrain collision" one? does that just mean smaller more detailed mesh for LOD?
(12:28:27 AM) Katla: cutscenes....based on the trigger, the dude will come out and talk to the player...should be fairly simplistic to do
(12:28:39 AM) Katla: ask j on that one
(12:29:03 AM) madgamer: Do we want to voice the dude or just text?
(12:29:12 AM) Katla: all the cutscene stuff will be in xml files, the cutscene class should pull out the relevant stuff and run it...
(12:29:21 AM) Katla: voice over...
(12:29:30 AM) madgamer: yea I was thinking that too
(12:29:34 AM) Katla: text if we have to
(12:29:42 AM) madgamer: We need both
(12:29:46 AM) madgamer: or just text
(12:29:47 AM) Katla: yea
(12:30:03 AM) madgamer: Can't have only voice.. whos doing the voice?
(12:30:13 AM) Katla: j and i can do it here
(12:30:18 AM) madgamer: ok
(12:30:20 AM) Katla: he's got voice filters
(12:30:35 AM) flatline0: okay... changing collision is not bad subhir... we just wrap the XNA bounding surfaces into an abstract class...
(12:30:36 AM) madgamer: I was imagining a soft whispery patient voice
(12:30:48 AM) Katla: ok
(12:31:36 AM) madgamer: Who might also make lots of weird jokes that seem out of place :D maybe
(12:32:00 AM) Katla: lol
(12:32:06 AM) Subhir: grasshopper
(12:32:20 AM) madgamer: hehe
(12:32:25 AM) Subhir: wax on
(12:32:31 AM) madgamer: wax off
(12:32:46 AM) flatline0: so basically we watch TMNT and take notes
(12:32:57 AM) Katla: that's karate kid actually
(12:33:02 AM) madgamer: we should break these into individual testable requirements.. to be as thorough as we can
(12:33:06 AM) flatline0: teenage mutant ninja turtles :)
(12:33:19 AM) Katla: cowabunga dude
(12:33:28 AM) madgamer: The new movie was pretty funny
(12:33:51 AM) Katla: havnet seen it...refused to watch it since we go from cartoon to live action to comp anima...
(12:33:51 AM) flatline0: p... can you work with A on the cutscene stuff... we need to integrate some of the menu system functionality with 3D
(12:34:44 AM) madgamer: ok
(12:34:54 AM) madgamer: Shouldn't be too bad.. I hope
(12:35:08 AM) flatline0: i have a rough mockup of it in the xml already...
(12:35:23 AM) flatline0: look in the cutscen folder... everything is in the top level folder now
(12:36:04 AM) flatline0: we should be able to load the scripts and run them by pulling the params... i'll get the loading system simplified and give you hooks where you can trigger your classes from
(12:36:41 AM) madgamer: ok
(12:37:51 AM) Katla: ok....so here is my list (from hell)...1.portals 2. triggers 3. cutscenes 4. pc hands 5. menu screen for difficulty level, credit screen....etc 6. reanimate bunnies 7. gate models 8. time on the HUD 9. Redo health and mana...redo element selection 10. shader for the rabbits
(12:38:09 AM) Katla: ears
(12:38:39 AM) Katla: in a month? noproblem
(12:38:49 AM) Katla: *lies*
(12:39:12 AM) madgamer: The time on HUD is total time elapsed?
(12:39:20 AM) Katla: yeah
(12:39:24 AM) Katla: it's easy
(12:39:33 AM) madgamer: right
(12:39:57 AM) Katla: brb
(12:40:06 AM) flatline0: brb
(12:40:13 AM) madgamer: ok
(12:43:05 AM) madgamer: did some Wiki edits
(12:43:09 AM) madgamer: brb as well
(12:44:10 AM) Katla: ib
(12:47:42 AM) madgamer: ib as well :P
(12:48:03 AM) Subhir: ib
(12:48:08 AM) Katla: cool
(12:48:13 AM) Subhir: J?
(12:48:19 AM) Katla: he is here
(12:48:28 AM) Subhir: k
(12:48:33 AM) Katla: bitching about dr y
(12:48:55 AM) Subhir: back to normal i c
(12:49:23 AM) Subhir: so whats left?
(12:49:48 AM) madgamer: Did I miss anything major from the list on the wiki?
(12:49:48 AM) Katla: high score tracking
(12:49:51 AM) Katla: save points
(12:49:53 AM) Katla: continues
(12:50:04 AM) madgamer: refresh it
(12:50:10 AM) Subhir: is the game going to be long enough to warrant saving?
(12:50:32 AM) Katla: prolly not but if we build it in....wewont have to do it later
(12:50:37 AM) madgamer: don't need saves
(12:50:39 AM) Katla: spacebar sucks
(12:50:51 AM) flatline0: "Continues" are a big thing in video games according to MS
(12:50:56 AM) madgamer: its like the arcades.. gotta beat it in the first sit through
(12:51:10 AM) Katla: what if the ai kills you?
(12:51:13 AM) flatline0: i have a ref article where one of their major peple lists it in the top 5 trends in gaming
(12:51:15 AM) Katla: where do you restart?
(12:51:20 AM) madgamer: This is a time trial type game though
(12:51:22 AM) flatline0: go back to the continue point
(12:51:23 AM) Subhir: i agree with P
(12:51:37 AM) Katla: so go back to the last trigger?
(12:52:05 AM) madgamer: Is it worth it though? the game will probably take like 15 minutes on average
(12:52:10 AM) Subhir: i don't really see our game being that diff
(12:52:13 AM) flatline0: for submittion to IGF it shoud use continues... b/c our judges wont give us 40 hrs of game play
(12:53:21 AM) flatline0: if we want them to play through the whole thing we need the continues so they don't get stuck and quit
(12:53:30 AM) madgamer: Makes it more intense if you cant just restart at the last door.. I think most people will have no problems playing through it..
(12:53:39 AM) Katla: so just go back to last trigger
(12:54:02 AM) Subhir: do we have multi-player?
(12:54:03 AM) madgamer: I guess.. so from a technical standpoint.. how would it work?
(12:54:15 AM) Katla: s - no
(12:54:25 AM) Subhir: k
(12:54:28 AM) Katla: cant really do multiplayer with a plot
(12:54:29 AM) madgamer: Technically we already have all the code but we want to focus on this single player mode for now
(12:54:49 AM) madgamer: Later we could add co-op if we wanted (maybe for later episodes ;))
(12:55:00 AM) flatline0: no... no multiplayer i think.... not for IGF
(12:55:01 AM) Subhir: aight
(12:55:05 AM) madgamer: right
(12:55:26 AM) Subhir: who wants to tackle continue points?
(12:55:56 AM) Katla: not me...i got enough shit to do
(12:55:59 AM) flatline0: i'll take that since it's associated with loading system
(12:56:07 AM) Subhir: k
(12:56:28 AM) madgamer: That makes sense..
(12:56:29 AM) flatline0: i like coop for a future dev... that was another thing in the top 5 list
(12:56:49 AM) Subhir: not for igf tho
(12:56:51 AM) madgamer: Can you link the article?
(12:56:53 AM) flatline0: no...
(12:57:22 AM) flatline0: for IGF we want one very clean level that looks like it could be easily scaled to a full game
(12:57:30 AM) madgamer: Now that I think about it.. continues may not be so hard.. since we are loading the next room fresh anyway.. just put the player at the entrance and then do the load like before
(12:57:44 AM) flatline0: 1st person RPG shooter with a potential for 40 hrs of game play
(12:58:22 AM) Subhir: does the player have all their powers at the start?
(12:58:28 AM) Katla: yes
(12:58:35 AM) Subhir: k
(12:58:43 AM) Katla: the gates will only take damage from the correct element
(12:58:50 AM) Katla: so...no need to limit abilities
(12:58:52 AM) Subhir: kewl
(12:59:05 AM) Katla: already working on that part
(12:59:12 AM) madgamer: yea that reduces our work yet again :)
(12:59:28 AM) Subhir: anything else?
(12:59:38 AM) Katla: having 4 coders reducs your work load
(1:00:04 AM) Katla: sky plane
(1:00:09 AM) Katla: who wants it?
(1:00:12 AM) madgamer: Why a plain?
(1:00:15 AM) madgamer: *plane
(1:00:33 AM) flatline0: sky plane will look better without fog
(1:00:41 AM) Subhir: i thot we're dropping fod
(1:00:43 AM) Subhir: fog
(1:00:52 AM) madgamer: Yea we were
(1:00:53 AM) flatline0: also... no we don't need to limit the abilites.. you just have to use them all once to get past the training levels
(1:00:54 AM) Katla: we are
(1:01:01 AM) Subhir: k
(1:01:09 AM) madgamer: I see what you mean now.. since we are in a canyon we can just use a plane
(1:01:32 AM) Subhir: we can just use a quad then
(1:01:38 AM) madgamer: yea same thing
(1:01:49 AM) flatline0: i'm picturing the septasoul fading in the tutorial levels that comes in, delivers a few lines about what your supposed to do, then fades out
(1:01:53 AM) Subhir: we already have the model for it
(1:02:17 AM) flatline0: yeh... or without even touching the files we could use a large genericCircle which is oriented correctly to work
(1:02:20 AM) madgamer: Yep just gotta place it and texture it
(1:02:22 AM) Katla: just need an alpha fade shder...
(1:02:46 AM) Subhir: thats easy
(1:03:01 AM) Katla: k
(1:03:20 AM) Katla: os it like the shdare to make the bunny earss glow?
(1:03:27 AM) madgamer: don't even need a shader.. just change the alpha value on the model in Draw
(1:03:38 AM) Katla: k
(1:03:54 AM) Subhir: or that
(1:04:05 AM) Katla: oh, then we should be able to do the same in the draw call for the bunny ears...right?
(1:04:16 AM) Katla: just do it based on height?
(1:04:30 AM) Subhir: y do we want glowing ears?
(1:04:31 AM) madgamer: For the bunny ears you can just create a sphere of color or something that radially fades and move it up so its aligned with the ears
(1:04:55 AM) Katla: so the pc can tell when the ai is about to attack
(1:04:59 AM) madgamer: That wouldn't be as easy.. the ears are not a separate model
(1:05:11 AM) Katla: k
(1:05:17 AM) madgamer: We would do that in a shader probably
(1:05:22 AM) Katla: k
(1:05:39 AM) Subhir: most games don't have any indication that ur going to be attacked
(1:06:13 AM) Katla: i know but ive heard enough from the gamers that playtested that they are not 'intmidated' by the ai
(1:06:22 AM) Katla: we have to do something to beef them up
(1:06:32 AM) Katla: make em scary...
(1:06:55 AM) Subhir: we can change their textures
(1:07:11 AM) Katla: good idea
(1:07:19 AM) madgamer: Actually I just realized this would work exactly like the hit shader.. only instead of making it invisible you set the color value to bright green or something
(1:07:32 AM) Katla: oh and most games you are aware that you are about to be attacked....it's just usually done audibly
(1:07:49 AM) Subhir: lets do audio then
(1:07:54 AM) Katla: like the hole shader that sucks?
(1:08:25 AM) madgamer: It can be adapted to make them glow if you want or just do an animation that has audio with it
(1:08:28 AM) Subhir: a nice buzzing sound with increasing pitch... sorta like power lines
(1:08:42 AM) flatline0: we need audio and visual feedback.. that way if someone is on mute they still get it...
(1:08:55 AM) flatline0: i like the electricity sound idea
(1:09:02 AM) madgamer: yea
(1:09:03 AM) flatline0: getting ready to zap you...
(1:09:10 AM) Subhir: hey... we have those red triangles on the tops of ai's heads... what about using them
(1:09:18 AM) Katla: you know,the bunnies have enough verticies....we could have them explode...
(1:09:49 AM) Katla: we do need some sort of hit feedback...blood or something
(1:09:50 AM) Subhir: no... would involve changing their matrices... don't want to go there
(1:10:01 AM) Katla: damn
(1:10:15 AM) Katla: you dont want bunny goop all over the screen?
(1:10:43 AM) madgamer: hm.. yea we do need proper hit feedback
(1:10:43 AM) Subhir: if someone can figure out what those matrices do exactly and how... go ahead
(1:10:56 AM) Subhir: how about a small animation for that?
(1:11:10 AM) Katla: i can do the death animations...
(1:11:15 AM) Subhir: animation called from the trigger...
(1:11:18 AM) Katla: i dont know about the blood though
(1:11:25 AM) Subhir: not blood... do a hit animation
(1:11:26 AM) Katla: not sure how to do that
(1:11:31 AM) madgamer: instead of making a hole we can add a color or texture to the impact point
(1:11:33 AM) flatline0: okay... Portals are in the wiki
(1:11:38 AM) Subhir: k
(1:11:47 AM) Katla: the hit animations are in....sooner or later
(1:12:01 AM) Subhir: then that should be enough with a sound effect for that
(1:12:20 AM) Subhir: didn't we have a grunt sound?
(1:12:27 AM) flatline0: we could texture map the player with blood using the player hole shader up to the point of the animation....
(1:12:41 AM) flatline0: we could also apply blood texture to the ground based on that players location
(1:13:00 AM) flatline0: we still have a grunt sound in there... it's not loud enough
(1:13:03 AM) madgamer: Do we want to add blood though? maybe we shouldn't
(1:13:06 AM) Subhir: how about blood particles???? :)
(1:13:10 AM) Katla: green blood...
(1:13:13 AM) flatline0: actually... no... we changed it to the Hit sound
(1:13:28 AM) madgamer: yea
(1:13:33 AM) flatline0: we could prob do some gpuPHysics particles for blood... do a real nice squirting effect
(1:13:35 AM) madgamer: I guess green blood works
(1:13:48 AM) madgamer: lets not get carried away :P
(1:13:53 AM) Katla: or purple or something...we could 'splatte' it on the HUD...
(1:13:55 AM) Subhir: thats another one of the last things
(1:14:03 AM) flatline0: like Kill Bill 2
(1:14:14 AM) Subhir: i was joking...
(1:14:28 AM) flatline0: you should know better by now :)
(1:14:38 AM) madgamer: I know
(1:14:43 AM) madgamer: Just making sure :P
(1:14:46 AM) Subhir: i'm tired... give me some allowance
(1:14:57 AM) Katla: how much?
(1:15:05 AM) Katla: and why does he get an allowance?
(1:15:06 AM) flatline0: here's $5 worth of good job for ya s
(1:15:09 AM) Subhir: argh
(1:15:09 AM) Katla: wtf???
(1:15:34 AM) flatline0: okay.. you can have $5 of good job to A
(1:15:42 AM) Subhir: k... this is my list
(1:15:44 AM) Subhir: fog - drop
(1:15:44 AM) Subhir: shadowmapping - drop
(1:15:44 AM) Subhir: per-pixel lighting - simplified
(1:15:44 AM) Subhir: bump-mapping - keep
(1:15:44 AM) Subhir: multi-texturing - simplified
(1:15:45 AM) Subhir: AI vision - (only draw humans)
(1:15:46 AM) Katla: you cant even buy an 8ball with that...
(1:15:47 AM) Subhir: Collision.cs - add hook for trigger response after colliding
(1:15:49 AM) flatline0: no more though... i'm not fucking made of good jobs here
(1:15:49 AM) Subhir: Terrain Instancing
(1:16:11 AM) madgamer: Can you put it in the wiki somewhere? like Technical Design
(1:16:25 AM) flatline0: yeh... or milestones prob
(1:16:27 AM) Subhir: then... depending on time... will pick up more
(1:16:50 AM) madgamer: Ah we didn't list assignments on it yet
(1:16:56 AM) Subhir: yup
(1:17:09 AM) Subhir: someone gonna do that or should I?
(1:17:28 AM) Katla: list your own
(1:17:34 AM) madgamer: Maybe we should make it a separate page
(1:17:36 AM) flatline0: drop into the milestone wiki... then we'll pick them up
(1:17:45 AM) flatline0: we have a milestones page
(1:17:56 AM) madgamer: yea its on the sidebar
(1:18:09 AM) madgamer: some of those are already on the list
(1:18:32 AM) flatline0: i'll cross ref the list we had in the ShaderWars write up with that once your done
(1:18:34 AM) Katla: and some of the things are not going to beon the list much longer...we arent doing someof it
(1:18:49 AM) flatline0: brb... coffee
(1:19:32 AM) madgamer: So far I had double-jump and cut-scene draw, I can take Controller and high score tracking too
(1:19:40 AM) Katla: cool
(1:20:05 AM) madgamer: Good thing we have no size limit.. we're gonna have lots of audio files this time around :P
(1:20:09 AM) Katla: once i get the new menu screen done,can you cut that code down too?
(1:20:16 AM) Subhir: done
(1:20:33 AM) Subhir: its on the main igf page
(1:20:43 AM) Katla: not that....the settings onthe page itself - difficulty level,number of ai...etc
(1:20:43 AM) madgamer: oh right the new menus, sure
(1:21:16 AM) Katla: oh shit....we need to find a way to do an uninstall as well
(1:21:43 AM) Subhir: i think a folder delete should be enough
(1:21:49 AM) Katla: k
(1:21:58 AM) madgamer: I'll add mine on
(1:22:06 AM) Subhir: oh... wait... that won't remove xna, dx, etc
(1:22:12 AM) Katla: we also need to do a marketing write up, a installation and rules writeup
(1:22:15 AM) Subhir: leave that to j
(1:22:50 AM) flatline0: i have uninstall support already though the package installer
(1:23:04 AM) Katla: 12. Please provide thorough instructions for judges, including detailed gameplay information and compatibility or installation instructions. (Limit 1500 words.)  
(1:23:46 AM) Katla: and no pictures...controller must still be in game along with keybaord mapping
(1:23:52 AM) flatline0: i'll basically run the execProd and do whatever needs to be done... just feed back to me and i'll get it to the right place
(1:24:00 AM) madgamer: edited
(1:24:08 AM) flatline0: assuming noone minds...
(1:24:16 AM) flatline0: mantis is set up too btw
(1:25:02 AM) flatline0: everyone want me to drop the milestones into mantis and run our stuff that way or do we want to try using the wiki to manage milestones...
(1:25:05 AM) flatline0: my pref is mantis
(1:25:18 AM) Katla: mantis
(1:25:28 AM) madgamer: we can do mantis..
(1:25:37 AM) flatline0: we can fill in notes as we go then i'll go back through and collect them for the tech design after we code...
(1:25:54 AM) Subhir: anything
(1:26:01 AM) flatline0: don't really see any point in techDesign before we go in... as long as we're all on the same page...
(1:26:11 AM) Katla: 32 right?
(1:26:24 AM) madgamer: ?
(1:26:27 AM) flatline0: or rather... we have a tendency to do everything in CDD... so then after i can split it up
(1:26:29 AM) Katla: page number
(1:26:42 AM) madgamer: oh
(1:26:43 AM) Katla: sorry...imtired
(1:26:59 AM) Katla: spacebar sucks
(1:27:12 AM) madgamer: me too :P think I'm gonna go to bed..
(1:27:28 AM) Katla: heading that way
(1:27:35 AM) flatline0: yeh... think we're running down here... take your leave as you see fit...
(1:27:49 AM) flatline0: any other new business we shoudl talke about as group?
(1:28:14 AM) flatline0: if not ..... k... meeting adjourned... thanx for calling it P... we got a lot done
(1:28:37 AM) madgamer: np
(1:28:43 AM) Katla: that's it for me,i think
(1:28:44 AM) flatline0: glad to have you all in this with me... thought i'd be building this out myself....
(1:28:45 AM) madgamer: I'm adding the log to wiki now
(1:28:48 AM) Katla: nite guys
(1:28:52 AM) flatline0: l8
(1:29:13 AM) madgamer: night
(1:29:16 AM) Katla: apparently i am chooped liver, as far as j is concerned
(1:29:26 AM) flatline0: yeh... anyway...
(1:29:47 AM) flatline0: okay... what still needs to be written up in wiki...
(1:29:51 AM) flatline0: ?
(1:30:05 AM) Subhir: ciao all
(1:30:12 AM) flatline0: l8
(1:30:18 AM) Katla left the room.
(1:30:20 AM) flatline0: you out p?
(1:30:53 AM) madgamer: mostly.. trying to get the chat log into wiki but can't figure out how to make it put returns without having to put an extra new line between each line
(1:31:31 AM) Subhir: i have no idea