last day (68 days later) » 

17:44
@X-27 I made a new room for us.
Weeeeeeeeee @X-27 come in here!
Neat!!!
Okay, we were discussing the Suzanne's weapons.
What I'm currently leaning towards is a human projectile-based weapon for the starter primary weapon and a laser pulse weapon that deals a ton of damage but takes forever to charge as the starter secondary weapon.
I just ran into a bigger problem...
Aiming.
Over time, the engineers figure out better ways of using the secondary weapon than that hack.
@X-27 I have already told you the solution to this.
Change the controls.
17:50
yah, but I like the controls....
Mouse for yaw and pitch. w/s for movement in the direction you are facing.
That is just the thing
Suzanne needs to be able to face downwards if you ever plan on firing a weapon downwards.
see, I have two planes to detect what half of the screen the mouse is on
to fly up and down
those block the camera's raycast to detect when the mouse is over anything else.
Which is super clunky.
17:52
yah....
I have an Idea, you will be able to use the mouse moment to orbit around the gunship.
space/shift work for up/down if you need that as a separate control. The mouse has two full degrees of freedom: use them.
being able to aim like that
Even if you solve the problem of aiming, you still need to be able to steer.
you already can steer, A and D
SUPER CLUNKY
17:54
the way the ship is made, there are no engines pointing left and right, so you can't fly sideways.
I don't see any engines, I see cooling fans. :P
I always figured it was using the gravity tech to fly.
lol
Maybe you could put ports in various places on the Suzanne and have them emit helical grasers that fade out. Show them emitting when you are steering (except for the downward-pointing one, which is always working against Earth's gravity).
An idea, perhaps.
posibly...
I wish there was an easy way to aim...
Have you done a Google search for mouse-based steering in BGE?
It probably uses Python. (ooooh! spoooky!)
I can't imagine that it hasn't been implemented already hundreds of times.
18:03
there is an easy way to do it (I already have a working script) but I wanted to have 100% logic :(
Why?
to show that It can be done...
Ideological purity / quality / punctuality ... pick two.
I was hoping for all three...
ok, ok Fine! one last try and then the snake...
:P
18:07
so, just moving the mouse left and right will make it steer?
or should there also be a button?
What I have in mind is this:
Moving the mouse left/right controls yaw.
Moving the mouse up/down controls pitch.
W/S move you forward and backwards in the direction you are facing.
A/D strafe.
Left mouse button fires primary weapon.
Right mouse button or space fires secondary weapon.
Shift engages hyperdrive.
P pauses.
Does that work?
@Gwenn Ship shouldn't be able to move exactly like a helicopter
Alright, no strafing then.
Seems a bit weird to me, but I'd have to see it in action to see how it affects gameplay.
@X-27 If it has gravity manipulators as the basis for its flight system, I don't really see why not, at least for technical reasons.
still working small bugs in the steering...
ok, so A and D will still steer
but moving the mouse to the right and left will give more precise movement for gunning.
brb
18:29
One minor nitpick about your world texture: There are a lot of islands that don't actually exist north of Russia, near the New Siberian Islands, Novaya Zemlya, and Franz Josef Land.
Also, the North Pole is ice bound, as would be most of the ocean in the Arctic.
Other nitpick: the Sun, the Moon, and the night side of the Earth.
I hope you don't mind my nitpicking.
It can't be that realistic.
A dark side of the earth would be neat, but really hard to make.
then I'd need a texture of the world at night with lights on...
This was one of my first projects in Blender:
@Gwenn The aliens pumping all the magma into the atmosphere heated the world melting some of the ice
@Gwenn the rising ocean submerged those islands, or the aliens blew them up.
...Taking forever to upload.
I know right? pasteall is sooo slow.
18:39
@X-27 Then why is Siberia/Scandinavia/Canada covered in snow?
@X-27 Other way around: your editing of the ocean left a few spots, so your model has islands that don't exist in reality.
Come on...it's just a 14mb picture! ...
lol
that was the biggest I could find!
The 14MB picture would be my render of the Earth showing both night and day sides.
I no longer have any clue where I put those textures.
I give up with the upload.
But getting night imagery of Earth isn't that hard.
Maybe we can save that set of details for version 2.0, though.
yes, it is the mixing between them that is hard.
Nah it isn't.
I don't remember how to do it now, but it was the third blend that I ever made.
I can find the tutorial I followed.
If need be.
isn't it better just to have it globally day?
un realistic, but better
or I could make it all night
18:46
More realism is always better!
That said, it does come at a price.
Let's just leave it all day for now.
yes, that price is payable in time, and I only have four days worth -
so, all during the day is fine for now.
I should probably go do other things for a few hours. Is there anything you want to clear up before I go?
(One of those other things will probably be initial sketches for the intro scenes.)
we will want a "you win" scene
Right.
We haven't even figured out what the one mission will be.
We want to make something that is either the first mission, the last mission, or a representative mission.
So the "you win" scene depends heavily on what sort of mission we decide to do.
(And that reminds me, once we've decided on these things, I can write up mission briefings and sketch images of various military officers, etc.)
(That'll be way easier/faster than the intro scenes, anyway. I'm worried about whether I'll be able to do the intro scenes in time.)
18:56
well, perhaps the mission is to destroy only one mine
or two
Let's stick to one. But what is the "you win" scene?
um...
magma falling back into the earth?
(And another thing before I go: if you feel in a modelling sort of mood, we also need to model the military base that the Suzanne launches from.)
@X-27 That works for the sketch.
What do we say to the player?
Do we summarize some of the rest of the storyline.
Congratulations, you have successfully destroyed the mine and kept precious mass from exiting the earth
but there are more, and the fight is not over!
The Suzanne continued to take out the mines one by one, growing progressively stronger as the engineers figured out more about the alien tech...
19:00
Yes, Yes!
[Fiery ending][Happily ever after][Yada de yada]
exactly
ok,ok that is good.
(Also, I plan to do a sketch of myself and you for the credits page, in the same style as the rest.)
Is there a picture of your braincase somewhere?
lol
just use the mech :-)
I was kind of hoping to just sketch the head, but I can't identify a head...
19:05
it doesn't really have a head....
@X-27 I can work with that. :)
awesome
ok, brb/bbl
Catch you later.
More nitpick, because I'm easily distracted: the ocean around North Korea is bulged up like mountains.
 
1 hour later…
20:17
Idea: Since the S.S. Suzanne runs on gravity manipulation, there's nothing technically stopping the player from flying up into space. How about we allow the player to do that, but if they do, the enormous alien starships (where the magma is flowing to) will shoot down the Suzanne.
As Suzanne gets upgraded more and more, she eventually has the power to take on some of the starships (which prevents the aliens from re-establishing the corresponding mines). The main starship (mothership?) is basically the boss of the game, and its destruction is the final mission (the last flight of the Suzanne).
The alien starships would be very different from the alien gunships (one of which Suzanne is based on).
I'm thinking about this because I'm writing the end sequence right now.
interesting idea, but that sounds like something for the full version, not the BMCG18 release.
@X-27 It would be summarized in the "you win" sequence at the end.
that would work... Good idea.
I was going to have it, so that if you fly too high, you spiral out into space and game over.
but it would work that you get obliterated...
 
2 hours later…
22:36
I'm starting to like the firing system
yahhh :-)
and it will look way cooler during the night
:D
You guys better finish this
22:53
oh don't worry, I won't be losing interest in this (like evreyone did in zombie game)
at least, before the deadline :-)
the bullets go too fast to get a god screenshot
(there is a gunning view and a flying view)
Can you upload the blend so I can give it a try?
But yeah, that looks awesome.
if pastell works, yes.
Do you want to put it on Google Drive or github?
NoooOoOOOoOOOOoOOOOO
I've lost interest in evrey project i've ever put on github
I think there is a connection....
I just suggested it for file storage and version control.
Google Drive is probably a better solution than pasteall, though. Maybe?
23:04
yah, I might
let me put a button in the menue to play before I upload,
this should only take half a minute or so..
'K
a little more holding on...
ok, uploading...
Yikes! at 22.3 MB
already....
still uploading....
I'm beginning to think google docs would be a lovely place to put it....
Yay!
@Gwenn it is done :-)
you made your own room. wow big game
actually, I didn't @Gwenn did.
it is not even built yet and already has its own user chat room
23:15
he is doing more for this game than I am, and he hasn't edited the file once...
it would be a bunch of cubes and bullets if I was doing it alone.
We had a hundred or more messages in the main chatroom, @GiantCowFilms bugged us to 'get a room you two', more or less.
anyway, after the file finally decides to download, you'll notice some text, read it before pressing play.
You should upload it to Google Drive while you're waiting.
I would... If I could figure out how to do that....
google drive open, no upload button...
First problem: Suzanne is spelled S-U-Z-A-N-N-E, not Suzzane.
23:20
Whooops!! How could I miss that??
@GiantCowFilms your not the only one who can't spell...
How do I fire/aim?
@David Ja, that one.
@Gwenn I usually spell it: Shift A > Mesh > Monkey.
you put the mousewheel up to go into gunning mode
mosewheel down for flymode
I'm loving this. :D
23:25
yah :-)
I'm setting up Google Drive. What's your email?
You can delete it right after posting it if you don't want that info public.
Yup
good :-)
only room owners and mods can see that, so it is safe from the stalking cow and the disguised novice :-)
Uplooooooading...
I have google drive open now, and...
I just found the upload button! amazing what you find when you look....
It'll be a few minutes before I share the folder with you.
23:30
ok...
(need to scrubb your account so I don't see anything, I get it :-)
In the meantime, game mechanics.
Yes.
No, you'll see my name. I don't care.
do you think hyperdrive should be disabled in gunning view?
Don't share it. But the information is available to those who want to dig, intentionally so.
23:31
hyperdrive should by slower at any rate...
@X-27 Probably, yes.
@Gwenn ok, hyper speed slashed to half now.
disabling in gun view....
Can you make the lava and g-beams deal damage to Suzanne?
And add a basic health bar or something?
Of Course, All in proper time...
Do you want to just have a single health stat, or keep separate stats for different subsystems?
23:35
I had originally thought it would be cool to have each engine be a separate health bar and if one engine went out it would effect flight,
I.E.: damage can be taken separately to the hyperdrive, main engines, weaponry, etc separately.
but that is way to complicated for the deadline.
@X-27 Gotcha.
Thing to add later - Segregated Damage
2
ok,
hyperdrive only works when in fly mode.
I can plug other stuff into the same property sensor, (other things can be limited to certain modes)
can you think of other stuff that should be limited?
Bummer!!!!
What?
23:40
the way I make the lava go up is with a simple animation.
the collision bounds don't follow it.
DO you think invisible cylinder of damage surrounding where the lava would be would work alright?
wait a minute, the collisions do register....
Maybe you should redo the lava from scratch, because I was just about to ask you again to have the lava rise more slowly as you knock out g-beams, and to animate the lava falling after you take out the last one.
but I have no idea why...
never mind, forget evreything I just said!
it would help the gameplay if it did...
If what did?
ok, I'll see what I can come up with.
if it rose slower with each beam that was boomed
Also, are there any basics you can tell me about BGE, so that I can help with editing?
I don't want to make you do all the editing work.
23:43
what type of editing?
Modeling is the only the only thing I really know how to do in Blender that translates to BGE, so that.
because,when the game engine using GLSL shading (which I am using here), it is very similar to blender internal
so the lighting, animation, materials, and textures are very similar
the only thing that would be unfamiliar to you would be the physics and the logic,
but I'm horrible at giving thins good textures, you could to that :-)
I haven't used Blender Internal in two years. I'm all about the Cycles.
just treat it like blender internal. the only difference is that generated textures do not work, they must be UV unwraped.
@Gwenn OH....
Did you get the Google Drive folder I shared with you?
23:46
that is a slight drawback....
Cool!!!!!
yah, I did
suzanne 1 or 2?
The numbers are basic version control.
The higher the number, the more recent the upload.
ok,ok so suzanne 1 was the initial one I uploaded... ok, cool :-)
so, the lava should float up much, much slower?
Yeah, think about scale in real terms. Right now the lava is moving at miles per second.
(for the record, Qv Mquzigenium is Not my real name
But then again, I think the whole thing might need some rescaling. I'm still thinking about exactly how everything should be scaled.
23:51
oh, very true...
the system I'm making now will only support one mine, so missions with multiple mines in the future will be very hard to create.
but, it will work very well for the time being
Note: the bullets seem to travel through the gravity manipulator.
- it will also work for multiple mines, just with a lot of tedious modifying.
Also, the lava should take up more of the diameter of the ring.
they do, I havnn't fixed the collisions yet.
@Gwenn a leftover from when I had the ring thee times smaller...
Aiming is weird. In the vertical direction you have close to perfect responsiveness, but in the horizontal direction, the gun lags behind the controls.
I like the lag behind idea, but I would prefer it if instead the aim of the gun lagged behind, while the view stayed perfectly locked with the controls.
23:56
@Gwenn this is the gunning view, you want to be pointing where the gun will fire.
@X-27 Where you want the gun to fire at least. If you want the gun locked to the view, then don't have the view lag behind at all.
But I think it would be fine if there was a lag as the gun rotates into position.
I had imagined it that the guns can not rotate side to side. there is lag because the entire ship is moving.
Then those are bloody useless guns.
yah...
They have no problem rotating up/down though.

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