Can you use ICE to plot out a layout, and then convert it over to explicit 
controls? Or are you trying to design a system that can randomize, in game, on 
the fly?


Sent from my iPad

> On Feb 11, 2014, at 1:49 PM, Matt Lind <[email protected]> wrote:
> 
> F*ck.  Fat finger.
> 
> The rest:
> 
> We have tight restrictions for making MMORPG style games.  One of them being 
> we have to think simple as there's no way to fully predict how an asset will 
> be used once it's made available in the game.  Designers and scripters will 
> pull whatever they can get their hands on and use them for whatever purpose 
> they can think of.  Kind of the everything looks like a nail when you have a 
> hammer problem.
> 
> Matt
> 
> 
> 
> -----Original Message-----
> From: Matt Lind 
> Sent: Tuesday, February 11, 2014 11:47 AM
> To: 'Eric Thivierge'; [email protected]
> Subject: RE: Survey - how would you do this?
> 
> You wouldn't last long in games with that attitude.
> 
> 
> Matt
> 
> 
> 
> 
> -----Original Message-----
> From: Eric Thivierge [mailto:[email protected]]
> Sent: Tuesday, February 11, 2014 11:46 AM
> To: [email protected]
> Cc: Matt Lind
> Subject: Re: Survey - how would you do this?
> 
> With those restrictions, get a super fast animator to animate them by hand.
> 
> Eric T.
> 
>> On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
>> An artist came to my desk yesterday asking how to do what I felt was a 
>> simple task, but after getting 80% through it I ran into a speed bump 
>> realizing it needed custom scripting or other advanced tools to fully 
>> resolve to satisfaction.  I had to give him a procedure that was ‘good 
>> enough’.  This problem has multiple solutions, but I am curious how 
>> others would solve it:
>> 
>> The problem:
>> 
>> Artist must create an asteroid belt around a planet.  The asteroids 
>> are likely 2D sprites which must face the camera and tumble as they 
>> orbit, but could be 3D objects as well.  Asteroids must vary in size, 
>> shape, and animation speed (linear as well as rotational).  Asteroids 
>> cannot collide with anything.  Movement is generally slow – like a 
>> screen saver for your computer desktop.  Asteroid positions are 
>> jittered within the belt.
>> 
>> The question:
>> 
>> Dispersing objects into a ring is fairly straightforward through a 
>> number of techniques, but how do you apply the random jitter to the 
>> object positions?
>> 
>> The rules:
>> 
>> -Cannot use ICE
>> 
>> -Cannot use custom scripts, custom operators, or shaders.
>> 
>> -Must only use tools out of the box that a junior or staff level 
>> artist would know how to use.
>> 
>> -Must be able to create the asteroid belt, from scratch to completion, 
>> in less than 30 minutes – and be iteration friendly to react to art 
>> director feedback.
>> 
>> -Ideally, the belt could be made a child of the planet in encompasses 
>> so it can be reoriented with respect to changes in the planet’s 
>> size/shape/tilt/orbit.
>> 
>> -Final output must be able to exist with full integrity on its own in 
>> a vacuum.  Cannot not have dependencies on custom code, external 
>> assets, or special case logic.
>> 
>> -Asteroid belt fits within the default grid as seen in the scene 
>> camera.  Think torus with diameter 40 SI units, and cross section of 
>> roughly 3 SI Units diameter
>> 
>> Ready…..GO!
>> 
>> Matt
> 
> 

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