My favorites | Sign in
Project Home Wiki Issues Source
READ-ONLY: This project has been archived. For more information see this post.
Search
for
  Advanced search   Search tips   Subscriptions
Issue 35: Technology and Science
1 person starred this issue and may be notified of changes. Back to list
 
Project Member Reported by Techerci...@gmail.com, May 18, 2010
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
Cerebrate, I need to talk with you when you're available. I think I might have solved
the counter intuitive force/catalyzation issue for upward lifting.
Jun 2, 2010
Project Member #2 Techerci...@gmail.com
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
Project Member #3 Techerci...@gmail.com
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
Project Member #4 srpli...@gmail.com
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
Project Member #5 Techerci...@gmail.com
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
Project Member #6 srpli...@gmail.com
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
Project Member #7 Torchl...@gmail.com
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
Project Member #8 srpli...@gmail.com
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
Project Member #9 Techerci...@gmail.com
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.

Powered by Google Project Hosting