| Issue 35: | Technology and Science | |
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All right, so some long time ago I (with the help of Cerebrate) managed out the manner in which LFOs derive their propulsion and manage to stay in the air; this discovery allowed us to code in a "realistic" manner and has led us (in my opinion) to a lot of good places. More recently I have worked out a number of technological specificities, such as the function and design of E7 "lasers" and the probable power source for LFOs. I have also been hard at work imagining the location from which the Spearhead draws its unique movement patterns, and how they could best be recreated. For that final matter, I'm going to wait until I have studied the Spearhead's booster placement for any sort of conclusion. I have many ideas and a few diagrams for different facets of the E7 universe. I guess this is the location to ask about how something works, discuss fine-tuning features such as weapons and movement, and to talk about how this information can best be used to improve Lift.
Jun 2, 2010
Project Member
#1
Techerci...@gmail.com
Jun 2, 2010
Also, I'm absolutely drooling over those artbooks. I expect Torch to either have a field day or bitch about how he hates character modeling, and for Doug to give some dick response and ignore the info for a few months before massively improving our current models in every area.
Jun 2, 2010
Techercizer: Conversation summary: Techercizer: 1) LFOs are effected by wind resistance propotional to their profile and speed Techercizer: 2) LFO skidding most likely should be tweaked at a later date. Techercizer: 3) Further exploration of pre-coded moves should occur Techercizer: 4) NuSkin burns like a mother Techercizer: 5) Wind Resistance allows for altitude adjustments, but makes lifting at high speeds harder. Techercizer: Sounds like a good checklist
Jun 3, 2010
Just keep in mind guys that we have our priorities right now and to not deviate from them. While this is good stuff, its easy to get side tracked.
Jun 3, 2010
These "side tracks" are integral components of LFO movement and physics behavior. All the beautiful maps in the world won't make up for boring gameplay. Besides this was a single, one-night conversation; it's not like it negatively impacted our performance in any noticable way.
Jun 3, 2010
Thats all fine and dandy, But let me make it clear, these aren't issues or things that I have assigned, which means we are not to work on them. Understand? This is a yes or no question.
Jun 4, 2010
to me plink, what your saying here is that how the game works(lfo movement and what not) is not an issue that we're currently working on. and to my understanding cer's main task atm is to do the code overhal. and as he is indeed recoding how alot of the game works, these kinda of things are exactly what the task at hand requires..... maybe i'm just seeing things from the wrong angle or something. maybe you can explain what you mean a bit better Plink?
Jun 4, 2010
Cerebrate is not overhauling the entire code. Things such as LFO movement and weapon selection bla bla bla, arent going to be touched. They can however be touched when the time comes. Its not like hes opening up the code and wont be able to get back in later. And yes LFO movement is not an issue we are currently working on and it in no way shape or form should be what we are working on. If you guys remember we just went from a playable working build to a broken one, we have taken a step back. The first thing we must do is get back to where we were. A very easy thing to do while developing something is to get side tracked, usually starting with someone saying "aw man you know what would be cool?!" then things dont get done. This is what im trying to avoid, like I said in my first post, to keep in mind that we have other priorities. we all (including cerebrate) have tasks to handle right now and they are what must be done first. I post the issues and we work on them and we manage to maintain some form of order. I guess this was not clear because saying something like "Besides this was a single, one-night conversation; it's not like it negatively impacted our performance in any noticeable way." Makes no sense. I never said anything like that, talk it up and what not, figure things out -that's fine. Just keep your priorities straight. Its not like this is anything new, we already have an issue open for tweaking the game play. Its something that I do want to see done, just not now. This is really as clear as I can make it.
Jun 4, 2010
Right, that's wall we were doing: thinking up additions that would be good to try out at some later date. Like you said, the game isn't even playable right now, so we couldn't have tried them then even if we'd wanted to. We're all on the same page here; Cer and I just happen to be thinking up ideas that could come in handy after a chapter or two. |