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Jun 3rd, 2012
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  1. [2012-06-03 10:46:53] <Guest2280> hello?
  2. [2012-06-03 10:48:57] <Guest2280> Bonjovi?
  3. [2012-06-03 10:56:40] <Cervator> hello!
  4. [2012-06-03 10:59:48] <Guest2280> yo
  5. [2012-06-03 10:59:54] <Guest2280> its Louis here
  6. [2012-06-03 11:00:28] <Cervator> ahh, welcome :-)
  7. [2012-06-03 11:00:37] <Guest2280> haha cheers!
  8. [2012-06-03 11:01:12] <Guest2280> yeah
  9. [2012-06-03 11:01:43] <Guest2280> there is a lot of varying documentation on required models and Gelcubes :3
  10. [2012-06-03 11:01:48] <Guest2280> what is a GelCube exactly?
  11. [2012-06-03 11:02:01] <Guest2280> is it like Terasology's 'Companion Cube'
  12. [2012-06-03 11:02:08] <Guest2280> a signiture mascot?
  13. [2012-06-03 11:02:12] <Guest2280> signature*
  14. [2012-06-03 11:03:52] <Cervator> hehe, there is a lot of varying everything on a typical open source project :D
  15. [2012-06-03 11:04:17] <Cervator> the gelcubes are the little bouncy guys that litter the world - added just so we had something to make the world not totally static
  16. [2012-06-03 11:04:30] <Guest2280> oh cool
  17. [2012-06-03 11:04:31] <Cervator> and yeah, hoping to make a signature mascot out of it :-)
  18. [2012-06-03 11:04:44] <Guest2280> the little guys that bounce around when you spawn in the current build?
  19. [2012-06-03 11:05:09] <Cervator> the in-game one is fairly basic, one cube inside another, tho they're so similar in size currently that you barely notice - the inner cube used to be smaller
  20. [2012-06-03 11:05:11] <Cervator> yep, those
  21. [2012-06-03 11:05:35] <Cervator> any sort of mascot could be put together in varying unique ways just to make some nice art :-)
  22. [2012-06-03 11:06:07] <Cervator> not that we couldn't make the in-world ones fancier now that we have proper model support - but one thing at a time and all that
  23. [2012-06-03 11:07:11] <Guest2280> ok
  24. [2012-06-03 11:07:12] <Guest2280> also
  25. [2012-06-03 11:07:20] <Guest2280> with the dwarf/elf
  26. [2012-06-03 11:07:41] <Guest2280> the models shown show a slight continuity conflict with the topology/shape
  27. [2012-06-03 11:08:55] <Guest2280> what is the overall preferred style for this project?
  28. [2012-06-03 11:09:07] <Cervator> "pending" - heh
  29. [2012-06-03 11:09:13] <Guest2280> mmm ok
  30. [2012-06-03 11:09:31] <Cervator> that's why we're talking models and such, the one dwarf is ready to be imported into the world so we can get some better ideas
  31. [2012-06-03 11:09:41] <Cervator> this one over here - http://forum.movingblocks.net/threads/unified-graphic-style.343/#post-2928
  32. [2012-06-03 11:09:54] <Cervator> just need somebody with a little time to do the magic to make it appear in-game :-)
  33. [2012-06-03 11:11:09] <Cervator> we have glasz's "Jake the Dwarf" in a nice video setup with animations and all too, want to try adding that too - it has a more "disjointed" look that imho would look excellent for magic-type creatures
  34. [2012-06-03 11:11:27] -->| HaltingState (~HaltingSt@unaffiliated/haltingstate) has joined #terasology
  35. [2012-06-03 11:11:32] <Cervator> speaking of - glasz, you around? want to upload the model files somewhere so we can try importing them?
  36. [2012-06-03 11:12:20] <glasz> well, little problem, i dont know what i did the walk animations dissepeared, have to redo it
  37. [2012-06-03 11:12:30] <glasz> i have a iddle animation though
  38. [2012-06-03 11:12:32] <Guest2280> Ok so the style still isnt nailed?
  39. [2012-06-03 11:12:32] <Cervator> whoops
  40. [2012-06-03 11:12:35] <Guest2280> its still under discussion?
  41. [2012-06-03 11:12:37] <Cervator> correct :-)
  42. [2012-06-03 11:12:40] <Guest2280> ok
  43. [2012-06-03 11:12:44] <Guest2280> well lets have a chat :)
  44. [2012-06-03 11:13:01] <Guest2280> are you guys gonna make models in the style of minecraft (detached cubes for limbs)
  45. [2012-06-03 11:13:02] <Cervator> and we don't have the supporting animation system in-game yet either - begla might have some more ideas there, or immortius
  46. [2012-06-03 11:13:04] <Guest2280> easy unwraps
  47. [2012-06-03 11:13:17] <Guest2280> i saw you guys need some skeletal meshes
  48. [2012-06-03 11:13:22] <Guest2280> i can whip some up later
  49. [2012-06-03 11:13:25] <Guest2280> currently at my gf's
  50. [2012-06-03 11:13:38] <Cervator> aw, shucks, and immortius just left half an hour ago too
  51. [2012-06-03 11:13:38] <Guest2280> so style though
  52. [2012-06-03 11:14:00] <Cervator> that'd be cool :-)
  53. [2012-06-03 11:14:09] <Guest2280> Minecraft (cube limbs, easy unwraps), Faux Voxel (cube extrusions)
  54. [2012-06-03 11:14:28] <Guest2280> the minecraft style makes sense
  55. [2012-06-03 11:14:38] <Cervator> yeah
  56. [2012-06-03 11:15:04] <Guest2280> but cubey modelled characters doesnt really make sense because it'l be unneccesary poly rendering for what you get from it
  57. [2012-06-03 11:15:14] <Cervator> at first i think we were just thinking MC style, maybe with a bit more detail - like in either of the contributed dwarf models
  58. [2012-06-03 11:15:29] <Cervator> oh? my 3d knowledge is pretty low :-(
  59. [2012-06-03 11:15:30] <Guest2280> voxel cubes work so well because each ocube object can have properties assigned to it upon different states right?
  60. [2012-06-03 11:15:44] <Guest2280> like gravity/physics
  61. [2012-06-03 11:15:47] <Cervator> yeah, i suppose :-)
  62. [2012-06-03 11:16:04] <Guest2280> but with a predefined model you only get a static mesh
  63. [2012-06-03 11:16:15] <Guest2280> same with the animations unless you have multiple iterations
  64. [2012-06-03 11:16:28] <Cervator> yup
  65. [2012-06-03 11:16:43] <Guest2280> also the texture pack you guys are using atm... is it a released texture pack for minecraft?
  66. [2012-06-03 11:16:57] <Guest2280> and are you looking for your own style for the textures/world?
  67. [2012-06-03 11:17:01] <Cervator> there was some talk early on about dynamically detachable limbs - but i don't know if that makes sense, or if it would at all matter vs. just using entirely different whole models
  68. [2012-06-03 11:17:20] <glasz> http://blobisme.free.fr/junk/terasolodwarfb.zip
  69. [2012-06-03 11:17:48] <Cervator> yes - we have a large number of contributed block textures for the non-basics, like minerals, but otherwise the base texture pack we started with is that nice Good Morning Craft! pack :-)
  70. [2012-06-03 11:18:08] <Cervator> thanks glasz! hope you don't mind if i attach that to the forum thread :-)
  71. [2012-06-03 11:18:18] <glasz> no probleme
  72. [2012-06-03 11:18:31] <Guest2280> Yeah I see
  73. [2012-06-03 11:18:39] <Guest2280> the dwarf model has flatten unwraps right?
  74. [2012-06-03 11:19:20] <Cervator> i believe so
  75. [2012-06-03 11:19:28] <Cervator> (but don't quote me on that..)
  76. [2012-06-03 11:19:31] <glasz> in a way the voxel landscape and the moving models are 2 different technology, trying to make them fit will allways be artificial
  77. [2012-06-03 11:19:54] <glasz> blocky minecraft characters is a way
  78. [2012-06-03 11:20:10] <glasz> i would prefer to experiment a little beyond that
  79. [2012-06-03 11:20:20] <glasz> its under discussion :)
  80. [2012-06-03 11:20:22] <Guest2280> yeah thats cool
  81. [2012-06-03 11:21:01] <Guest2280> as long as it doesnt look like an attempt to immitate voxel constructed entities then i think it'l be good
  82. [2012-06-03 11:22:05] <Cervator> so i'm going to make a guess here to test my understanding - you're talking about the sort of characters and designs like you see in CubeWorld?
  83. [2012-06-03 11:22:18] <Cervator> where you don't even have textures, just individually colored voxels
  84. [2012-06-03 11:22:39] <glasz> i was going to mention cubeworld :)
  85. [2012-06-03 11:22:47] <Guest2280> yeah thats the one
  86. [2012-06-03 11:22:53] <Guest2280> thats all generated by code
  87. [2012-06-03 11:22:59] <Cervator> that's definitely a style, and yeah, it gives the world a very cohesive look :-)
  88. [2012-06-03 11:23:01] <Guest2280> and has optimisation built in
  89. [2012-06-03 11:23:10] <Guest2280> so its not a great strain
  90. [2012-06-03 11:23:13] <Guest2280> but with a custom model
  91. [2012-06-03 11:23:34] <Cervator> yeah - i think we're happy to go with fully textured models to see where that can get us
  92. [2012-06-03 11:23:47] <Guest2280> ok cool
  93. [2012-06-03 11:23:55] <Guest2280> may i suggest some alternative styles?
  94. [2012-06-03 11:23:59] <Cervator> sure
  95. [2012-06-03 11:24:01] <glasz> sure
  96. [2012-06-03 11:24:28] <Cervator> also, another interesting note came up in another thread - the idea of using separate flat textures for facial expressions on some creatures to indicate mood
  97. [2012-06-03 11:24:39] <glasz> i'll suggest some too
  98. [2012-06-03 11:24:47] <Cervator> which would definitely be important to a style choice, but possibly also tricky
  99. [2012-06-03 11:24:48] <Guest2280> http://www.richmakegame.com/wp-content/uploads/2012/05/post1.jpg
  100. [2012-06-03 11:24:50] <Cervator> let me dig up the thread
  101. [2012-06-03 11:25:26] <Guest2280> there is a concept sheet by RichMakeGame recent indie dev to release 'Pineapple Smash Crew'
  102. [2012-06-03 11:25:32] <Guest2280> on steam
  103. [2012-06-03 11:25:39] <Guest2280> that is a concept for his next game
  104. [2012-06-03 11:25:48] <Guest2280> but the style is nice in character proportion/cube
  105. [2012-06-03 11:26:14] <glasz> Guest2280: yeah i think its a style that kind of goes in the same direction we seem to go
  106. [2012-06-03 11:26:24] <glasz> for the moment
  107. [2012-06-03 11:26:38] <Cervator> there's some interesting stuff starting here: http://forum.movingblocks.net/threads/world-theme-and-backstory.232/page-4#post-1885
  108. [2012-06-03 11:27:08] <glasz> i 'd like to experiment with no textures models, only polygon color, but it might not fit with terasology
  109. [2012-06-03 11:27:58] <Guest2280> hmmm
  110. [2012-06-03 11:28:02] <Cervator> right - that seems like an either/or option, either go all out like in CubeWorld or do textures - tho there might be some creatures that may work as pure poly-color?
  111. [2012-06-03 11:28:04] <Guest2280> diffuse colour only has a place
  112. [2012-06-03 11:28:17] <Guest2280> i think with the current texture pack you have now it doesnt fit
  113. [2012-06-03 11:28:29] <Guest2280> but like you guys say the overall style of the world is still in discussion
  114. [2012-06-03 11:28:33] <Guest2280> so yeah could work
  115. [2012-06-03 11:28:37] <Guest2280> but it'd look totally primitive
  116. [2012-06-03 11:28:44] <Cervator> that concept sheet loos nice by the way, almost reminds me of that cell-shading thing from Borderlands?
  117. [2012-06-03 11:28:50] <Cervator> looks*
  118. [2012-06-03 11:29:22] <glasz> yep beside it difficult to discuss without some concrete example
  119. [2012-06-03 11:29:45] <Cervator> i think those characters are probably too detailed tho, at least in the equipment? the faces could definitely be useful for interesting expressions :-)
  120. [2012-06-03 11:30:12] <Guest2280> yah
  121. [2012-06-03 11:30:13] * Cervator pings begla to see if he's around
  122. [2012-06-03 11:30:48] <Guest2280> i am keen to attain a style so i can start churning out assets
  123. [2012-06-03 11:30:53] <glasz> a lot of the details could be approximated in the texture
  124. [2012-06-03 11:31:33] <Cervator> yes, we definitely need the unified style thing, i think so far there has just been hesitancy on the topic to lock out anything
  125. [2012-06-03 11:31:57] <glasz> yes but i think we are more in a phase of proposals and discussion at the moment
  126. [2012-06-03 11:32:12] <Cervator> not that we can't later change, but art assets seem less easily "tweakable" than code - and i'm just a code / organizer monkey so i don't want to impose my fairly ignorant will on anything :-)
  127. [2012-06-03 11:32:48] -->| HaltingState2 (~HaltingSt@cpe-76-169-228-195.socal.res.rr.com) has joined #terasology
  128. [2012-06-03 11:33:04] <Cervator> we had these drawn up too: http://forum.movingblocks.net/attachments/critters-jpg.158/
  129. [2012-06-03 11:33:06] |<-- HaltingState2 has left freenode (Read error: Connection reset by peer)
  130. [2012-06-03 11:33:17] <Cervator> tho my understanding is there aren't models behind them (yet)
  131. [2012-06-03 11:33:56] <Guest2280> those are cool
  132. [2012-06-03 11:34:28] <Cervator> they remind me of a very clean merge between MC simplicity and Dungeon Keeper for some reason
  133. [2012-06-03 11:34:51] <Cervator> probably because i can picture the middle two toiling away in workshops :D
  134. [2012-06-03 11:35:05] <Guest2280> haha
  135. [2012-06-03 11:35:13] <Guest2280> also
  136. [2012-06-03 11:35:22] <Guest2280> i have no clue about what is going on in the world?
  137. [2012-06-03 11:35:31] <Guest2280> are there factions?
  138. [2012-06-03 11:35:35] <Guest2280> skills?
  139. [2012-06-03 11:35:39] <Guest2280> whats the low down?
  140. [2012-06-03 11:35:51] <Cervator> oh, right
  141. [2012-06-03 11:36:04] <Cervator> pretty much the whole World Theme thread i linked earlier was about that
  142. [2012-06-03 11:36:15] <Cervator> http://forum.movingblocks.net/threads/world-theme-and-backstory.232/
  143. [2012-06-03 11:36:25] <Cervator> the whole thing is a pretty long read - i can summarize
  144. [2012-06-03 11:37:02] <Cervator> on one hand we're trying to keep stuff fairly generic to stay open with the engine for modding etc - and on the other hand trying to pick a solid sample implementation that can be the game as we imagine it
  145. [2012-06-03 11:37:27] <Cervator> some contributors want to simply work on making the game engine solid and great for modding, could care less what we put in it :-)
  146. [2012-06-03 11:37:45] <Guest2280> ok sure
  147. [2012-06-03 11:37:49] <Guest2280> fair enough
  148. [2012-06-03 11:37:51] <Cervator> we're sort of ended up with this main line of game modes / world milestones for the imagined game
  149. [2012-06-03 11:38:01] <Guest2280> so its a totally casual development
  150. [2012-06-03 11:38:44] <Cervator> pretty much, yeah, tho we do have that main line of content where one milestone / game mode (called Untrue Tao)
  151. [2012-06-03 11:39:01] <Guest2280> ok cool
  152. [2012-06-03 11:39:10] <Guest2280> in that respect then i'd like a list of things to make
  153. [2012-06-03 11:39:15] <Guest2280> and i'll do it robotically
  154. [2012-06-03 11:39:40] <Cervator> is set up in a world with two factions - one steampunk, one "nature magic" but actually powered by technology indistinguishable from magic - the idea is that it might be a post-apocalyptic world a fair many years after whatever went wrong
  155. [2012-06-03 11:39:52] <glasz> i'd love to too but it might be a little early, not enough things agreed/defined
  156. [2012-06-03 11:40:22] <Cervator> i'd love to let you loose, but also don't want to risk wasting beautiful art in case we keep being indecisive :D
  157. [2012-06-03 11:40:22] <Guest2280> ahh i see
  158. [2012-06-03 11:40:29] <Guest2280> yeah haha
  159. [2012-06-03 11:40:53] <Cervator> so potential in the world for ruins, forgotten technological artifacts, oddly advanced "stuff"
  160. [2012-06-03 11:41:23] <Guest2280> i like the critter concepts
  161. [2012-06-03 11:41:28] <Guest2280> who did those?
  162. [2012-06-03 11:41:34] <Cervator> the steampunk faction (not even sure if these are separate races or just factions) are like your typical dwarves, strike the earth, burn the trees, exploit the world
  163. [2012-06-03 11:41:45] <Guest2280> yeah
  164. [2012-06-03 11:41:47] <Cervator> eleazzaar - http://forum.movingblocks.net/threads/animals-and-races.319/#post-1943
  165. [2012-06-03 11:41:49] <Guest2280> lord of the rings style
  166. [2012-06-03 11:42:03] <Cervator> i wish i could get all the artists online at once on IRC, would make this so much easier :D
  167. [2012-06-03 11:42:10] <Cervator> (since i don't want anybody to feel left out)
  168. [2012-06-03 11:42:32] <Guest2280> cool
  169. [2012-06-03 11:42:33] <Guest2280> yeah
  170. [2012-06-03 11:42:37] <Guest2280> i like those concepts
  171. [2012-06-03 11:42:40] <Cervator> the other faction reveres nature and these sacred artifacts they believe to be divine in origin - but are actually not
  172. [2012-06-03 11:42:40] <glasz> does eleazar ever show on irc?
  173. [2012-06-03 11:42:46] <Cervator> i don't recall
  174. [2012-06-03 11:42:58] <Guest2280> those concepts could concrete the style
  175. [2012-06-03 11:43:06] <Cervator> A'W was on here once or twice but is mostly just checking once in a while, likely because we're still being indecisive :D
  176. [2012-06-03 11:43:24] <glasz> magic is enough, rather than divine i'd say, inhabited with spirits maybe
  177. [2012-06-03 11:44:12] <Cervator> well, the idea is that they aren't actually magic/divine, but the nature faction thinks they are due to some past crisis leading to the apocalypse from misuse of technology or something :-)
  178. [2012-06-03 11:44:49] <Cervator> so they swore off tech, dedicated themselves to nature, yada yada, but have somehow ended up worshipping the very technological artifacts they originally blamed for the near-destruction of the world
  179. [2012-06-03 11:45:03] <Guest2280> cool
  180. [2012-06-03 11:45:27] <Cervator> i tossed a suggested snippet in that world theme thread at one point:
  181. [2012-06-03 11:45:32] <Cervator> Cervator said:
  182. [2012-06-03 11:45:32] <Cervator> The magic people could be descended from forerunners injected with nanobots which explain their ability to affect matter in a different fashion, but generations ago they forgot why. Then they built a divine creation story on top of it, consider nature sacred, and fight viciously to protect it - just on normal terms they're peaceful.
  183. [2012-06-03 11:45:45] <Cervator> so that's just a crazy idea i threw out there
  184. [2012-06-03 11:45:50] <Guest2280> yeah
  185. [2012-06-03 11:46:01] <Cervator> as another idea is that they'll interact with the world in a completely non-destructive fashion
  186. [2012-06-03 11:46:22] <Guest2280> some factors in game lore are best left without explanation
  187. [2012-06-03 11:46:29] <Cervator> manipulating matter without seemingly destroying anything on the surface - no chopping down trees to build log cabins, for instance, more of shaping wood
  188. [2012-06-03 11:46:47] <Cervator> yup - i wouldn't want to just write a whole prologue like that describing everything
  189. [2012-06-03 11:47:14] <Cervator> but it is good to have an idea of the backstory you can then subtly hint at from time to time, like if the player finds so ruins with some ancient snippets in log books or what not
  190. [2012-06-03 11:47:20] <Cervator> some*
  191. [2012-06-03 11:47:47] <Cervator> so architecturally the two factions are set up very different from each other
  192. [2012-06-03 11:48:05] <Cervator> likewise in outward apperance - steampunk vs flowing harmony or something
  193. [2012-06-03 11:48:41] <Guest2280> cool
  194. [2012-06-03 11:49:02] <Cervator> harmony faction might on the surface despise violence and you should probably be able to play them without killing or violence - by choice, anyway - so that magic-like tech comes in when you're trying to extract resources the steampunk faction would just kill for (meat, etc)
  195. [2012-06-03 11:49:19] <Guest2280> who are the core programmers/artists currently working on this project?
  196. [2012-06-03 11:49:40] <Cervator> well, that changes a fair bit too :D
  197. [2012-06-03 11:49:57] <Cervator> myself, immortius, and begla have been here since the start (begla moreso since he's the founder)
  198. [2012-06-03 11:50:16] <Cervator> so core coders - begla also does graphic tech like shaders and that sort of fanciness
  199. [2012-06-03 11:50:28] |<-- begla has left freenode (Remote host closed the connection)
  200. [2012-06-03 11:50:59] <Cervator> glasz here has been around for a while on the art angle, along with eleazaar, A'nW, and a couple more occasional artists
  201. [2012-06-03 11:51:34] <Cervator> few other coders like bi0hax, overdhose, Kai Kratz, etc, quite a few, that have been active now and then
  202. [2012-06-03 11:51:49] <Guest2280> cool!
  203. [2012-06-03 11:51:53] <Cervator> AlbireoX and ironchefpython here in channel are into the modding framework stuff
  204. [2012-06-03 11:52:14] <Cervator> hagish has done some occasional optimization bits - IIRC
  205. [2012-06-03 11:52:29] <Cervator> eventually my brain starts hurting trying to remember all these names and deeds of individuals :D
  206. [2012-06-03 11:52:50] <Cervator> especially since some use one nick on IRC, one on our forum, one on GitHub, etc... ;-)
  207. [2012-06-03 11:54:09] <Cervator> R41D3NN did some code formatting, rapodaca earlier on some code infrastructure and UI, Anton/Adeon/Small-Jeeper did UI and Skysphere early on, dei has posted a fair amount in the forum along with many others...
  208. [2012-06-03 11:55:01] <Cervator> oh, Metouto for 2D block graphics - he's gotten real good, especially considering he started while barely comfortable with Windows itself :-)
  209. [2012-06-03 11:55:19] <Guest2280> haha cool!
  210. [2012-06-03 11:56:00] <Cervator> we have a 3-person media group who did some of the music and sfx a while back, sort of in hibernation now waiting for more stuff to do, Woodspeople has a lot of interesting design on the forum plus she wrote a POC advanced organic growth simulator and a separate Plant Studio app years ago we can source nice plants from
  211. [2012-06-03 11:56:36] <Cervator> Mooncalf wrote us a design doc i keep meaning to get back to updating and publishing
  212. [2012-06-03 11:56:44] <Cervator> so many names when i start thinking/writing!
  213. [2012-06-03 11:56:56] <Guest2280> haha
  214. [2012-06-03 11:57:15] <Cervator> 45 entries in the Contributor Intro forum, maybe half then actually did some solid posting/contributing :-)
  215. [2012-06-03 11:57:34] <Guest2280> haha
  216. [2012-06-03 11:58:40] <Cervator> i badly need to update the README on GitHub, haven't updated the contributor section on there for a while - reminds me that t3hk0d3 is also involved and right here in channel, tho low on time due to RL like many others :-)
  217. [2012-06-03 11:59:22] <Cervator> phiew, okay, enough naming for now, i think
  218. [2012-06-03 11:59:50] <Cervator> so yeah - steampunk is a very strong vibe, and the magic-but-not-magic faction seems to have some interesting potential and sharply contrasting art demands
  219. [2012-06-03 12:00:37] <Cervator> "Untrue Tao" is a goal post on the way to something even greater, figured it would be a good first major achievement to aim for that would be fully playable as its own thing
  220. [2012-06-03 12:00:58] <Guest2280> what is that?
  221. [2012-06-03 12:01:08] <Cervator> full fledged DF/DK fortress/minion management with advanced liquid dynamics and such might be a little further down the road
  222. [2012-06-03 12:01:36] <Cervator> that's the code name for the steampunk/magic-non-magic 2 faction post apocalyptic world setup :-)
  223. [2012-06-03 12:02:34] <Guest2280> ahhhh cool
  224. [2012-06-03 12:02:48] <Cervator> "just" two factions to keep it simple, yet big enough to experiment with factional stuff - they would likely start separate, then develop independently, and possibly clash due to their sharply contrasting philosophy on resource extraction among other things
  225. [2012-06-03 12:03:16] <Cervator> add some initial critters to the world to liven it up and maybe be useable as minions to some degree
  226. [2012-06-03 12:04:01] <Cervator> next after that maybe DK-level complexity with multiple sentient races all with their own needs and preferences with the player trying to manage building a base while keeping everybody happy :-)
  227. [2012-06-03 12:04:49] <redLED> and then, the ultimate goal - a port to Flash with tower defense dynamics, and integration with facebook so that it announces to all your friends every time you kill any of the minions
  228. [2012-06-03 12:05:13] <redLED> followed, of course, quite promptly, by the apocalypse
  229. [2012-06-03 12:05:13] <Cervator> there you go, that too :D
  230. [2012-06-03 12:05:22] <glasz> and map generation form google map images
  231. [2012-06-03 12:05:34] <Cervator> it minionizes all your FB friends then :skynet:
  232. [2012-06-03 12:05:39] <redLED> actually
  233. [2012-06-03 12:05:55] <redLED> loading blocks of openstreetview and visualizing them inside terasology is quite plausible :)
  234. [2012-06-03 12:06:15] <glasz> i dont doubt it ;)
  235. [2012-06-03 12:06:39] <Cervator> i was impressed just seeing the streetview integration with user photographs, overlaying the pictures nearly perfectly on the world representation they were actually of
  236. [2012-06-03 12:06:43] <Cervator> (see stonehenge)
  237. [2012-06-03 12:07:02] <glasz> we just need a little decade to implement all that cool stuff
  238. [2012-06-03 12:07:25] <redLED> yeah, perspective adjusted photographic montage leads to pretty cool results :)
  239. [2012-06-03 12:07:27] <Cervator> but yeah, we tend to get caught up into the potential, then the maniacal laughter begins
  240. [2012-06-03 12:07:44] <Cervator> so! trying to make actual realistic milestones and all that :D
  241. [2012-06-03 12:08:24] <redLED> working multiplayer is key to taking over the world
  242. [2012-06-03 12:08:47] <Cervator> yeah, that too, immortius is working on a multiplayer branch just these days, actually
  243. [2012-06-03 12:09:08] <Cervator> we're sort of working milestones 4, 5, and 6 all at once
  244. [2012-06-03 12:11:04] <Guest2280> haha
  245. [2012-06-03 12:11:08] <Guest2280> Awesome
  246. [2012-06-03 12:11:14] <Cervator> Guest2280 / Louis - if you and your friend Sam want to do some initial bits of concept art suggesting some styles (or just dig up existing links and post them in the style thread) that might be a good start and a final stretch to actually making a decision :-)
  247. [2012-06-03 12:11:51] <Guest2280> ok sure
  248. [2012-06-03 12:11:56] <Guest2280> im heading back to my house later today
  249. [2012-06-03 12:12:00] <Cervator> tho the GelCubes themselves are probably pretty immune to style, being that they're just cubes, so go nuts with anything there for site art and such :-)
  250. [2012-06-03 12:12:00] <Guest2280> i'll have a chat with him then
  251. [2012-06-03 12:12:06] <Guest2280> *student accommodation
  252. [2012-06-03 12:12:08] <Cervator> cool, much appreciated!
  253. [2012-06-03 12:12:12] <Cervator> heh, heh
  254. [2012-06-03 12:12:52] <Cervator> i need to get some stuff done around the house myself - nice talking to you, and thanks also to glasz and redLED for more feedback / crazy ideas :D
  255. [2012-06-03 12:13:24] <Guest2280> ok man
  256. [2012-06-03 12:13:25] <Guest2280> chat laters
  257. [2012-06-03 12:13:42] <Cervator> yep - later! afk
  258. [2012-06-03 12:13:44] <glasz> later cervator
  259. [2012-06-03 12:13:51] =-= YOU are now known as Cerv_afk
  260. [2012-06-03 12:13:52] [INFO] You are now marked as away (I'm not here right now.). Click the nickname button or use the |/back| command to return from being away.
  261. [2012-06-03 12:13:58] <redLED> l8r
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