Discussion:
[Crystal-core] Back to work
Jorrit Tyberghein
2008-08-27 11:33:23 UTC
Permalink
I know Crystal Core has been really inactive lately.

I think that the best way for us to progress is to lower our aims a
little. Perhaps our
target aim is waay too high. So I think we should focus more on
mini-games with only
a few (or only one) level at a time but all these games fitting in the
Crystal Core
universe. Perhaps later when we have sufficient material we can try to
convert it
in a more complex story game.

In any case, I started converting the XML game logic to more common python
code. That should be more accessible for other programmers and easier to read.

Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
orogor
2008-08-27 14:07:14 UTC
Permalink
Post by Jorrit Tyberghein
I know Crystal Core has been really inactive lately.
I think that the best way for us to progress is to lower our aims a
little. Perhaps our
target aim is waay too high. So I think we should focus more on
mini-games with only
a few (or only one) level at a time but all these games fitting in the
Crystal Core
universe. Perhaps later when we have sufficient material we can try to
convert it
in a more complex story game.
In any case, I started converting the XML game logic to more common python
code. That should be more accessible for other programmers and easier to read.
Greetings,
Hi Jorrit

Some random thoughts

There's the chapter way to do things like cut the story in x parts and
play the x parts with the same game mechanics.

There's the minigames option with differnt playtypes, like glue ecksdee,
crystalcore, and a RTS, the player crash ont he planet, is surrounded by
aliens, kill them ala fps gameplay, find a shuttle, race throught
obstacle ala racing game, find a place with reinforcement and gameplay
swith again to desktop tower defense game/rts style.

There's what i think you refer to, completly different games in
different timelines linked by being in the same universe.

Anyhow, yes we need more materials, more contributors, maybe we need to
advertise on various game and 3d related forums to do that, maybe
universities and art school to have peoples use CC as an end of year
project

As for me the biggest issue is that i am not getting enought money these
years, i am trying everyday to find ways to get some, at a point i was
speaking with the XD team about throwing offscreen gecko inside CS so we
could have in game ads and that would be a good reason to work on XD
again as it would be a way to get money (other options for in game ads
are not availlable for indé games).

Sincerely Pascal
Esben Stien
2008-08-27 17:00:37 UTC
Permalink
throwing offscreen gecko inside CS so we could have in game ads and
that would be a good reason to work on XD again as it would be a way
to get money
That's the worst I've heard in a long time;)
--
Esben Stien is ***@e s a
http://www. s t n m
irc://irc. b - i . e/%23contact
sip:b0ef@ e e
jid:b0ef@ n n
Vincent Knecht
2008-08-27 15:29:59 UTC
Permalink
Post by Esben Stien
throwing offscreen gecko inside CS so we could have in game ads and
that would be a good reason to work on XD again as it would be a way
to get money
That's the worst I've heard in a long time;)
Indeed :-)
I remember discussions about in-game ads for Ecksdee, but nothing like that.
And I still don't like that idea...

Anyway, it's a good thing to hear about CC again.
Esben Stien
2008-08-27 16:54:25 UTC
Permalink
Post by Jorrit Tyberghein
I think that the best way for us to progress is to lower our aims a
little.
I said this way back;). If we provide the guns and ammo and a map, a
community will form. A simple skeet shooting game, maybe shooting
crystals, is a good first target, in my opinion.
res
2008-08-27 17:15:08 UTC
Permalink
Post by Jorrit Tyberghein
I think that the best way for us to progress is to lower our aims a
little. Perhaps our
target aim is waay too high. So I think we should focus more on
mini-games with only
a few (or only one) level at a time but all these games fitting in the
Crystal Core
universe.
Maybe, for now, just string the levels which are there in some sort of
order so it feels like some progression through the world.

And in general ... since it's supposed to be a tech demo, I think we
should squeeze as much shiny stuff into it as we can ;) Especially since
CS improved a bit since CC's inception.

-f.r.
Jorrit Tyberghein
2008-08-28 06:44:58 UTC
Permalink
Post by res
And in general ... since it's supposed to be a tech demo, I think we
should squeeze as much shiny stuff into it as we can ;) Especially since
CS improved a bit since CC's inception.
Yes. Do you have any suggestions on what we could do now? I'm not certain
how to use all these new flashy things. Both from an artist and coder
perspective.

Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
Hakim Achterberg
2008-08-28 06:58:17 UTC
Permalink
I think maybe we might want to make the prototype level a very simple
shooter, just to attract more attention. If we show that we have a
working shooter more people will start to join in, but when you can
walk around the game doesn't seem to be in a working state. We can
always tune things down. So a prototype level would be 1 level, 1 or 2
guns, ammo, health pack, 1 enemy. Once we have something like that we
could start just extending what we have. Adding in more weapons,
enemies and real levels. I think showing off something working should
be the very first goal.

Sorry that I have been very away lately, as many other I have a lot of
things on my hands. But if we collectively decide to pick up CC I will
help out too. :-)

~Hakim

On Thu, Aug 28, 2008 at 8:44 AM, Jorrit Tyberghein
Post by Jorrit Tyberghein
Post by res
And in general ... since it's supposed to be a tech demo, I think we
should squeeze as much shiny stuff into it as we can ;) Especially since
CS improved a bit since CC's inception.
Yes. Do you have any suggestions on what we could do now? I'm not certain
how to use all these new flashy things. Both from an artist and coder
perspective.
Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
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Inko I.A.
2008-08-28 10:15:54 UTC
Permalink
Hi!

Well, the purpose of CrystalCore has always been to be something playable in
the time it shows CrystalSpace capabilities, right? Considering that, I
think there are some good ideas showing up.

As suggestion, I would say not to extend to large scenarios. Neither force
to link one mini mission with other. For example, I can think on something
like this:

1- Starting point, nursery. One room with objects to interact with, a 5
steps mini quest.
2- Go to command to communicate and check the systems. Basically a walk in
the hallway showing some graphics.
3- Systems have detected live forms in cargo bay. Scenario starts there. A
room with objects (applying physics) and critters with simple AI.

The point is, that if I define in the end of a mission which is going to be
the next, I'm closing to new ideas. Like this, someone can say (or develop):

1- Starting point, nursery. One room with objects to interact with, a 5
steps mini quest.
2- Go somewhere (not defined). A walk in the hallway killing aliens.
3- An exterior map close to the ship, showing some grass, water...
.
.

And if the possibility to choose starting scenario is added in the menu, the
game could start just in cargo bay killing aliens, for example. And with the
time, put the same menu with the right order of the story/scenarios (if
there is any).

I think doing this way you add some kind of modularity to the game story.
Not need a storyboard, script and so on...


Regards,
Post by Hakim Achterberg
I think maybe we might want to make the prototype level a very simple
shooter, just to attract more attention. If we show that we have a
working shooter more people will start to join in, but when you can
walk around the game doesn't seem to be in a working state. We can
always tune things down. So a prototype level would be 1 level, 1 or 2
guns, ammo, health pack, 1 enemy. Once we have something like that we
could start just extending what we have. Adding in more weapons,
enemies and real levels. I think showing off something working should
be the very first goal.
Sorry that I have been very away lately, as many other I have a lot of
things on my hands. But if we collectively decide to pick up CC I will
help out too. :-)
~Hakim
On Thu, Aug 28, 2008 at 8:44 AM, Jorrit Tyberghein
Post by Jorrit Tyberghein
Post by res
And in general ... since it's supposed to be a tech demo, I think we
should squeeze as much shiny stuff into it as we can ;) Especially since
CS improved a bit since CC's inception.
Yes. Do you have any suggestions on what we could do now? I'm not certain
how to use all these new flashy things. Both from an artist and coder
perspective.
Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
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Inko I. A.
res
2008-08-28 14:29:07 UTC
Permalink
Post by Jorrit Tyberghein
Post by res
And in general ... since it's supposed to be a tech demo, I think we
should squeeze as much shiny stuff into it as we can ;) Especially since
CS improved a bit since CC's inception.
Yes. Do you have any suggestions on what we could do now? I'm not certain
how to use all these new flashy things. Both from an artist and coder
perspective.
Maybe ...

Art: e.g. the (RM) default shaders support normal maps, specular color,
ao maps and such all out of the box... so just use them.

Put some water puddle(s) and/or some larger water body or so somewhere
and we can show off reflections+refractions.

Code: dynamic lighting should be better now, so add dynamic lights to
projectiles. Add a "flashlight" feature (spot light looking where the
player looks).

-f.r.
Elián Hanisch
2008-08-29 05:13:08 UTC
Permalink
Post by res
Put some water puddle(s) and/or some larger water body or so somewhere
and we can show off reflections+refractions.
a level with an important leak of coolant liquid is the only way I can think
for put a 'large water body' inside the ship.

I don't know what CS is capable of, but what about physics? or is too
troublesome?

~ m4v
Jorrit Tyberghein
2008-08-29 06:08:31 UTC
Permalink
Post by Elián Hanisch
Post by res
Put some water puddle(s) and/or some larger water body or so somewhere
and we can show off reflections+refractions.
a level with an important leak of coolant liquid is the only way I can think
for put a 'large water body' inside the ship.
yes, I was also thinking about leakage.
Post by Elián Hanisch
I don't know what CS is capable of, but what about physics? or is too
troublesome?
Physics is something we should certainly try but it is a bit more complicated
so I wouldn't do that the first time.

Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
res
2008-09-18 18:42:43 UTC
Permalink
Post by Jorrit Tyberghein
Yes. Do you have any suggestions on what we could do now? I'm not certain
how to use all these new flashy things. Both from an artist and coder
perspective.
Some more ideas:
- Art: use lighter2 for lighting. Show what we can do with static lighting.
- Code: use threaded loading and whatnot to eliminate loading screens
and have a big continuous world.

-f.r.
Jorrit Tyberghein
2008-09-19 07:00:37 UTC
Permalink
Post by res
- Art: use lighter2 for lighting. Show what we can do with static lighting.
Is it already possible to use lighter2 for static lighting and combine that with
a few dynamic lights (for example a flashlight)?


Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
Elián Hanisch
2008-08-28 06:04:30 UTC
Permalink
Post by Jorrit Tyberghein
I think that the best way for us to progress is to lower our aims a
little.
Hak'M, me and Scibot discussed about it at #crystalcore and desired to start
a 'prototype' level, set in the ship after the crash, player's objective is
merely to leave the nursery and reach the bridge, no weapons and nothing to
shoot at, some puzzles maybe... but real simple for a start.

I was supposed to sketch a layout for the level but I kinda neglected it -_-;;
and scibot doesn't show anymore at irc so there's nothing done so far.
Post by Jorrit Tyberghein
In any case, I started converting the XML game logic to more common python
code. That should be more accessible for other programmers and easier to read.
that's great, I'll try to get back to sketching.

~ m4v
Benjamin Green
2008-08-28 06:39:14 UTC
Permalink
I knew someone would mention my name at some point, I'm a bit occupied
at the moment but if you guys need it I'm still open to doing concept
art for creatures and characters.

Once we figure out which creatures actually need the work and know
where they fit into the gameplay, I'll do a quick job of the concepts
and turn-arounds for them so we can make an easy job of the modelling.
The designs may not be shit-your-pants good but it's important we
actually get assets made so we can piece together something you can
actually play.

With free projects like this it's easier to replace assets than it is
to do it perfectly the first time, everyone here has their own lives
to deal with so the quicker we can get the ground work and
reponsibility out of the way, the less problematic peoples motivation
and free time will be, even if it means the quality takes a temporary
dip into shitsville.

I'll see you guys in IRC.
Post by Elián Hanisch
Post by Jorrit Tyberghein
I think that the best way for us to progress is to lower our aims a
little.
Hak'M, me and Scibot discussed about it at #crystalcore and desired to start
a 'prototype' level, set in the ship after the crash, player's objective is
merely to leave the nursery and reach the bridge, no weapons and nothing to
shoot at, some puzzles maybe... but real simple for a start.
I was supposed to sketch a layout for the level but I kinda neglected it -_-;;
and scibot doesn't show anymore at irc so there's nothing done so far.
Post by Jorrit Tyberghein
In any case, I started converting the XML game logic to more common python
code. That should be more accessible for other programmers and easier to read.
that's great, I'll try to get back to sketching.
~ m4v
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Build the coolest Linux based applications with Moblin SDK & win great prizes
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http://moblin-contest.org/redirect.php?banner_id=100&url=/
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