yeah i think we're all in agreement, re: temp art :) On Fri, Jun 26, 2009 at 9:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > I'm also a big fan of temp art cause if you ask an artist for a peice of > art and they spend a long time working on something looking nice then you > decide it doesnt work for game play mechanics, that effort is completely > wasted which really fucks with your morale. > > basically what katie said, i agree :P > > On Fri, Jun 26, 2009 at 6:35 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > >> I don't know where you guys stand...And I am only looking to be >> constructive. But I kinda agree that placeholder models/temp art is good. It >> gives an idea of scale and environment, then that way we can get an idea of >> the feel of the area and figure out what doesn't work or if certain aspect >> may be trivial. >> >> Also, it saves time if for any reason something has to change, there >> hasn't been a lot of time invested in something. >> >> --- On *Fri, 6/26/09, Chris Riccobono <crysalim@xxxxxxxxx>* wrote: >> >> >> From: Chris Riccobono <crysalim@xxxxxxxxx> >> Subject: [project1dev] Re: Project1 - SVN Update 270 >> To: project1dev@xxxxxxxxxxxxx >> Date: Friday, June 26, 2009, 4:00 AM >> >> You really seem to be missing my point though Eric. If we focus more >> on things that will get used, we can make those more fun, instead of >> adding things that either are half done or incomplete. >> >> Basically, the way you think that it should be in just in case 1 >> person uses it, I think it shouldn't be because only one person will >> use it. >> >> But lets just put it aside for now, I don't want to ruffle any more >> feathers here :P >> >> On Thu, Jun 25, 2009 at 6:46 AM, eric >> drewes<figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx>> >> wrote: >> > basically it seems to me that everyone's argument is "but I want to be >> able >> > to jump far!" because we're just looking only at the jumping issue. >> > Overall, the game will be balanced to make heavy armor desirable for >> some >> > circumstances, and some people may be willing to sacrifice being able to >> > jump stuff to get that extra protection. >> > >> > I really think you guys aren't looking at the overall picture. this >> isn't a >> > jumping game. being able to jump far is not a requirement for beating >> the >> > game. heavy armor will have advantages in other systems to offset not >> being >> > able to jump as far. just because YOU currently do not think you would >> use >> > heavy armor doesn't mean we should eliminate it for the people who may >> be >> > interested in using it all the time or in certain circumstances. >> > >> > On Thu, Jun 25, 2009 at 9:42 AM, eric drewes >> > <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx>> >> wrote: >> >> >> >> well heavy armor isn't just for the hero and no one is forced to use it >> >> for the main character, i don't want to just eliminate it because we >> wouldnt >> >> want to use it. I think its best to give the players the option to >> decide >> >> how they want to play without us dictating how we think their character >> >> should be - the design is meant to lead people into making their own >> >> decisions about what they want to do. >> >> >> >> On Thu, Jun 25, 2009 at 2:40 AM, Chris Riccobono >> >> <crysalim@xxxxxxxxx<http://mc/compose?to=crysalim@xxxxxxxxx> >> > >> >> wrote: >> >>> >> >>> After reading the rest of the thread: >> >>> >> >>> Nick's point about taking off heavy armor is a very good one. Sure, >> >>> we can leave that in and let people do that, but we could also leave >> >>> that out and dedicate more time to other stuff that players will end >> >>> up using. >> >>> >> >>> If we can figure out what players will like to use and what they >> >>> won't, we're going to have that much better of a game! >> >>> >> >>> >> >>> On Wed, Jun 24, 2009 at 11:13 AM, eric >> >>> drewes<figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx>> >> wrote: >> >>> > cool, i think it is a good compromise :) also, i understand your >> >>> > concern w/ >> >>> > wanting an additional tier but maybe we can play with the jump >> >>> > distances for >> >>> > traps and solve it that way. >> >>> > >> >>> > in retrospect and upon further review i think that the super jump >> would >> >>> > be >> >>> > better at least 2x to create a distinct separation from normal >> jumping. >> >>> > >> >>> > On Wed, Jun 24, 2009 at 2:01 PM, Kent Petersen >> >>> > <kentkmp@xxxxxxxxx<http://mc/compose?to=kentkmp@xxxxxxxxx> >> > >> >>> > wrote: >> >>> >> >> >>> >> I like Eric's system. it is a hybrid of what everyone wants. >> >>> >> >> >>> >> On Wed, Jun 24, 2009 at 10:37 AM, eric drewes >> >>> >> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >> wrote: >> >>> >>> >> >>> >>> as do all men (and some women) >> >>> >>> >> >>> >>> On Wed, Jun 24, 2009 at 1:33 PM, Nick Klotz < >> roracsenshi@xxxxxxxxx <http://mc/compose?to=roracsenshi@xxxxxxxxx>> >> >>> >>> wrote: >> >>> >>>> >> >>> >>>> I wish women felt the same about relationships. >> >>> >>>> >> >>> >>>> On Wed, Jun 24, 2009 at 12:30 PM, eric drewes >> >>> >>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >>>> wrote: >> >>> >>>>> >> >>> >>>>> i guess a better way to say it is, i am all about value and bang >> >>> >>>>> for >> >>> >>>>> the buck. i am for making things complex and intricate - as >> long >> >>> >>>>> as adding >> >>> >>>>> that complexity provides more depth and fun. if its just >> complex >> >>> >>>>> for the >> >>> >>>>> sake of making things more complex, i just dont see the point... >> >>> >>>>> >> >>> >>>>> On Wed, Jun 24, 2009 at 1:26 PM, Nick Klotz < >> roracsenshi@xxxxxxxxx <http://mc/compose?to=roracsenshi@xxxxxxxxx>> >> >>> >>>>> wrote: >> >>> >>>>>> >> >>> >>>>>> "we should make it as simple as possible and i am for >> simplicity >> >>> >>>>>> for >> >>> >>>>>> the record" >> >>> >>>>>> You guys have no idea how true this is. You wouldn't believe >> the >> >>> >>>>>> ideas and systems I had to rethink when coming up with a basic >> >>> >>>>>> combat >> >>> >>>>>> design. >> >>> >>>>>> >> >>> >>>>>> >> >>> >>>>>> On Wed, Jun 24, 2009 at 12:21 PM, eric drewes < >> figarus@xxxxxxxxx <http://mc/compose?to=figarus@xxxxxxxxx>> >> >>> >>>>>> wrote: >> >>> >>>>>>> >> >>> >>>>>>> no problem :P hehe... yeah if it was an arcade game i would be >> in >> >>> >>>>>>> total agreement that we should make it as simple as possible >> and >> >>> >>>>>>> i am for >> >>> >>>>>>> simplicity for the record - as long as its not at the cost of >> >>> >>>>>>> versatility >> >>> >>>>>>> >> >>> >>>>>>> On Wed, Jun 24, 2009 at 1:15 PM, katie cook < >> ktmcook@xxxxxxxxx <http://mc/compose?to=ktmcook@xxxxxxxxx>> >> >>> >>>>>>> wrote: >> >>> >>>>>>>> >> >>> >>>>>>>> My bad E =P I have had no idea really how far/deep you guys >> were >> >>> >>>>>>>> wanting to go (hence me saying I wasn't for sure. I though I >> >>> >>>>>>>> caught a while >> >>> >>>>>>>> back you guys mentioning launch on XBLA and I just got arcade >> in >> >>> >>>>>>>> my head. >> >>> >>>>>>>> Thanks for the clarification E. >> >>> >>>>>>>> >> >>> >>>>>>>> With my new understanding of the game =), I am on board with >> all >> >>> >>>>>>>> the >> >>> >>>>>>>> previously mentioned scenarious on abilities for >> jumping/armor, >> >>> >>>>>>>> etc. Not >> >>> >>>>>>>> that I wasn't before, I was just slightly concerned about >> >>> >>>>>>>> overthinking >> >>> >>>>>>>> simplistics. >> >>> >>>>>>>> --- On Wed, 6/24/09, eric drewes >> >>> >>>>>>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>> >> >>> >>>>>>>> From: eric drewes >> >>> >>>>>>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >>>>>>>> Subject: [project1dev] Re: Project1 - SVN Update 270 >> >>> >>>>>>>> To: >> >>> >>>>>>>> project1dev@xxxxxxxxxxxxx<http://mc/compose?to=project1dev@xxxxxxxxxxxxx> >> >>> >>>>>>>> Date: Wednesday, June 24, 2009, 6:27 AM >> >>> >>>>>>>> >> >>> >>>>>>>> i want to explicitely thank chris, alan and katie for >> offering >> >>> >>>>>>>> the >> >>> >>>>>>>> counter points to my original thought, i really think having >> >>> >>>>>>>> alternate >> >>> >>>>>>>> perspectives of things will allow us to fully explore >> elements >> >>> >>>>>>>> of game >> >>> >>>>>>>> design like this and that it will ultimately deliver a >> better, >> >>> >>>>>>>> more >> >>> >>>>>>>> intuitive and most importantly more FUN gaming experience. I >> do >> >>> >>>>>>>> not mind >> >>> >>>>>>>> debating the points as I have done below because frankly, if >> I >> >>> >>>>>>>> cannot defend >> >>> >>>>>>>> the game design philosophy then the system we're discussing >> is >> >>> >>>>>>>> probably >> >>> >>>>>>>> broken and i need to work on it some more. besides that, it >> has >> >>> >>>>>>>> been >> >>> >>>>>>>> my experience in designing the combat with nick that when >> >>> >>>>>>>> debating ideas >> >>> >>>>>>>> like this it occasionally inspires great new ideas. I >> actually >> >>> >>>>>>>> consider >> >>> >>>>>>>> this to be a vital part of "pre-testing" so please, I >> encourage >> >>> >>>>>>>> you to >> >>> >>>>>>>> continue offering your insights and perspectives! >> >>> >>>>>>>> To give you a specific example, your idea about armor making >> you >> >>> >>>>>>>> slower and jump shorter will generally make players avoid >> doing >> >>> >>>>>>>> that >> >>> >>>>>>>> in any instance they can. In action based games, skilled >> >>> >>>>>>>> players >> >>> >>>>>>>> will >> >>> >>>>>>>> go towards what is as fast and damaging as possible, and will >> >>> >>>>>>>> avoid >> >>> >>>>>>>> things like that on purpose. >> >>> >>>>>>>> - this is by design, we want to encourage people who are >> >>> >>>>>>>> exploring >> >>> >>>>>>>> to use lighter armor, it makes no sense to go on a journey >> into >> >>> >>>>>>>> a mysterious >> >>> >>>>>>>> temple that is bound to have traps, puzzles, etc. in full >> plate >> >>> >>>>>>>> armor. We >> >>> >>>>>>>> want that style of armor to be reserved for people who accept >> >>> >>>>>>>> the penalty of >> >>> >>>>>>>> speed/jumping for the enhanced ability to take hits without >> >>> >>>>>>>> getting damage. >> >>> >>>>>>>> this is a player choice. >> >>> >>>>>>>> Also, having injuries slow you down will make players feel >> like >> >>> >>>>>>>> they >> >>> >>>>>>>> can't be damaged. For things like this you want to flip the >> >>> >>>>>>>> tables, >> >>> >>>>>>>> and instead create armor that gives players more speed, but >> they >> >>> >>>>>>>> take >> >>> >>>>>>>> more damage. It might seem like a small thing, but in the >> eyes >> >>> >>>>>>>> of a >> >>> >>>>>>>> player it can make a huge difference in gameplay. >> >>> >>>>>>>> - also by design. We want players to feel like there are >> >>> >>>>>>>> concequences to being injured and it should be avoided as >> much >> >>> >>>>>>>> as possible. >> >>> >>>>>>>> There are penalties for being injured or dying - that is a >> major >> >>> >>>>>>>> part of the >> >>> >>>>>>>> combat design here. We are trying to break away from the >> >>> >>>>>>>> constant >> >>> >>>>>>>> healing/ressurection that has been the common thread in most >> >>> >>>>>>>> rpgs. we're >> >>> >>>>>>>> trying to get away from the attrition system. more info on >> this >> >>> >>>>>>>> below >> >>> >>>>>>>> Basically ask yourself if you would play the game and have >> fun >> >>> >>>>>>>> doing >> >>> >>>>>>>> the things you imagine. >> >>> >>>>>>>> - one of my favorite gaming experiences is america's army, >> and >> >>> >>>>>>>> what >> >>> >>>>>>>> makes it so great and so immersive is that you are constantly >> in >> >>> >>>>>>>> fear of >> >>> >>>>>>>> your life so there is actual tension on the battle field, its >> >>> >>>>>>>> not like tf2 >> >>> >>>>>>>> where you run out, spam attacks and if you get killed, oh >> well, >> >>> >>>>>>>> respawn. I >> >>> >>>>>>>> love the idea of players figuring out the best strategies to >> >>> >>>>>>>> stay alive and >> >>> >>>>>>>> learning tactics and skills to do it. yes, it is a challenge >> - >> >>> >>>>>>>> but that is >> >>> >>>>>>>> what makes it so great! Another game I love, as alan pointed >> >>> >>>>>>>> out, is >> >>> >>>>>>>> gemstone. Gemstone was ruthless with one shot kills, getting >> >>> >>>>>>>> your leg >> >>> >>>>>>>> chopped off and not being able to climb stuff, etc. like >> >>> >>>>>>>> there's areas in >> >>> >>>>>>>> the game you have to take your armor off and be athletic >> enough >> >>> >>>>>>>> to jump in >> >>> >>>>>>>> order to make it over there. staying alive is a major part >> of >> >>> >>>>>>>> that game and >> >>> >>>>>>>> everytime you got hit, you would bleed and feel the effects >> of >> >>> >>>>>>>> it. as a >> >>> >>>>>>>> player you had to learn to adapt your skills and player style >> to >> >>> >>>>>>>> prevent >> >>> >>>>>>>> yourself from getting damaged as much as possible. this is a >> >>> >>>>>>>> key element to >> >>> >>>>>>>> the game design we are trying to go with. so to answer your >> >>> >>>>>>>> question - yes, >> >>> >>>>>>>> i think it'd be fun :P >> >>> >>>>>>>> Okay guys, this is just my opinion. =) For me when I play >> >>> >>>>>>>> arcade-ish >> >>> >>>>>>>> style games like I the ones I think (if I understand >> correctly) >> >>> >>>>>>>> that we are >> >>> >>>>>>>> trying to make, I think Chris has got a really good point. I >> >>> >>>>>>>> like to take >> >>> >>>>>>>> the easiest route possible to get to the next step. Not that >> we >> >>> >>>>>>>> should flake >> >>> >>>>>>>> on stuff. But we should make sure to not scrutinize/overthink >> >>> >>>>>>>> things too >> >>> >>>>>>>> much if that makes sense. >> >>> >>>>>>>> - this is an rpg, not an arcade game! :P the emphasis is on >> >>> >>>>>>>> exploration, not just going as quickly as you can to get to >> the >> >>> >>>>>>>> next level >> >>> >>>>>>>> (although you can if you so choose). what makes rpg's (and >> >>> >>>>>>>> adventure games) >> >>> >>>>>>>> fun for me is finding all the little secrets that are hidden >> all >> >>> >>>>>>>> over the >> >>> >>>>>>>> world. also, everyone is acting like 5 settings is so >> complex, >> >>> >>>>>>>> really the >> >>> >>>>>>>> first one is only for special case scenarios and isn't meant >> to >> >>> >>>>>>>> be used >> >>> >>>>>>>> during actual gameplay, and the 5th one is really only to >> serve >> >>> >>>>>>>> as a special >> >>> >>>>>>>> thing for use like spells, flying, etc. there are only 3 main >> >>> >>>>>>>> ones, a weak >> >>> >>>>>>>> jump for heavily armored players, a normal one for most >> people, >> >>> >>>>>>>> and a long >> >>> >>>>>>>> jump for people who choose to sacrifice armor for speed and >> >>> >>>>>>>> manueverability >> >>> >>>>>>>> I'd bet this jump level thing would more or less be invisible >> / >> >>> >>>>>>>> automatic to the player. Like when you were heavier you just >> >>> >>>>>>>> dont jump as >> >>> >>>>>>>> high or as far. The player might not know there are 5 levels >> of >> >>> >>>>>>>> jumping >> >>> >>>>>>>> ability, they might just realize "hey when i take off my >> armor i >> >>> >>>>>>>> can make >> >>> >>>>>>>> that jump to that cave i couldnt get to before" (and of >> course >> >>> >>>>>>>> maybe an NPC >> >>> >>>>>>>> tips you off to that fact). Or there are boots that have the >> >>> >>>>>>>> description of >> >>> >>>>>>>> "wear to be able to jump higher" >> >>> >>>>>>>> -right, this is all an under the hood system. its funny >> because >> >>> >>>>>>>> when i write stories, etc. i try to keep things as close to >> the >> >>> >>>>>>>> vest because >> >>> >>>>>>>> i like the reader to be surprised, i like keeping a mystery >> and >> >>> >>>>>>>> something >> >>> >>>>>>>> for them to discover for themselves. this is also true in my >> >>> >>>>>>>> game design >> >>> >>>>>>>> philosophy, give players a ton of neat stuff they can find >> out >> >>> >>>>>>>> for >> >>> >>>>>>>> themselves if they want to... the irony is, as a team we're >> ALL >> >>> >>>>>>>> under the >> >>> >>>>>>>> hood so i have to express all the hidden things to you guys >> so >> >>> >>>>>>>> it can get >> >>> >>>>>>>> made/discussed, but then everyone is like "oh that is overly >> >>> >>>>>>>> complicated >> >>> >>>>>>>> there's no reason for that!" without putting themselves in >> the >> >>> >>>>>>>> shoes of the >> >>> >>>>>>>> player who doesn't even know the system exists and that its >> just >> >>> >>>>>>>> there for >> >>> >>>>>>>> them to discover if they are curious and interested. >> >>> >>>>>>>> 5 different jumps will matter only as much as we design the >> game >> >>> >>>>>>>> for >> >>> >>>>>>>> them to matter. In Diablo 2, the barb jump skill only let >> you >> >>> >>>>>>>> cross >> >>> >>>>>>>> certain terrain that wasn't walkable, so having so many >> >>> >>>>>>>> different >> >>> >>>>>>>> jump >> >>> >>>>>>>> lengths was easily solved - just make the pits larger. If we >> >>> >>>>>>>> can >> >>> >>>>>>>> find >> >>> >>>>>>>> an easy solution in our game - an equivalent to "just making >> the >> >>> >>>>>>>> pits >> >>> >>>>>>>> larger" - then we can add as many jumps as we want, and even >> >>> >>>>>>>> make >> >>> >>>>>>>> them >> >>> >>>>>>>> scale into flying! >> >>> >>>>>>>> I recently learned how to do the shinespark tricks in Metroid >> >>> >>>>>>>> Redesign, and if we could make our jumps in the game require >> a >> >>> >>>>>>>> skill >> >>> >>>>>>>> curve somehow, that would reward the player for the ability >> to >> >>> >>>>>>>> jump >> >>> >>>>>>>> higher... almost like how in 3d Mario games, you have to jump >> >>> >>>>>>>> right >> >>> >>>>>>>> as >> >>> >>>>>>>> you hit the ground again, within a certain amount of time, so >> >>> >>>>>>>> you >> >>> >>>>>>>> can >> >>> >>>>>>>> do the triple jump. >> >>> >>>>>>>> -i actually view it as a really simple system that allows for >> a >> >>> >>>>>>>> lot >> >>> >>>>>>>> of neat versatility in game design and player strategy... >> >>> >>>>>>>> something that >> >>> >>>>>>>> allows for more skill based movement if people are interested >> >>> >>>>>>>> because i know >> >>> >>>>>>>> some crazy people (like nick) enjoy finding crazy challenges >> and >> >>> >>>>>>>> trying to >> >>> >>>>>>>> exploit gameplay tools to get into areas, etc. i think that >> is >> >>> >>>>>>>> fun and >> >>> >>>>>>>> great and should be part of our design. i picked 5 as the >> >>> >>>>>>>> number so there >> >>> >>>>>>>> would be differences between teh playing styles while keeping >> >>> >>>>>>>> things we >> >>> >>>>>>>> needed to design/test for to the minimum. >> >>> >>>>>>>> >> >>> >>>>>>>> okay so lets get down to brass tacks here (how much for the >> >>> >>>>>>>> monkey?) >> >>> >>>>>>>> (3 adunai points to whoever gets the reference) >> >>> >>>>>>>> IMO we have 2 options: >> >>> >>>>>>>> a) 2 jump system - 1 for armor too heavy for you (basically, >> >>> >>>>>>>> non-jumping) and 1 for normal. >> >>> >>>>>>>> pros: easier to design for, easier to test for, no need to >> think >> >>> >>>>>>>> about armor choices for the player beyond "is it too heavy?" >> >>> >>>>>>>> cons: less versatile, no differences between wearing >> >>> >>>>>>>> light/heavy/medium armor for adventurers, no hidden areas >> only >> >>> >>>>>>>> accessible by >> >>> >>>>>>>> people who invest and discover ways to jump farther. >> >>> >>>>>>>> b) 5 jump system - as illustrated above >> >>> >>>>>>>> pros: more for the player to discover, another "tool" in our >> >>> >>>>>>>> tool >> >>> >>>>>>>> box, gives extra strengths/weaknesses when picking armor and >> >>> >>>>>>>> character style >> >>> >>>>>>>> cons: harder to design/test, may baffle some characters. >> >>> >>>>>>>> now obviously i am biased towards B (the 5 jump system) so my >> >>> >>>>>>>> pitch >> >>> >>>>>>>> for it is, it'll be simpler in practice for the >> player/designer >> >>> >>>>>>>> than it may >> >>> >>>>>>>> seem to you right now, it's important for game balance >> between >> >>> >>>>>>>> heavy/light >> >>> >>>>>>>> armor, players can really just make sure they are at level 3 >> >>> >>>>>>>> (normal) and >> >>> >>>>>>>> they will be able to get through the entire game without >> >>> >>>>>>>> worrying about the >> >>> >>>>>>>> difference in jump so i think there is zero bafflement >> chance, >> >>> >>>>>>>> and it gives >> >>> >>>>>>>> us another neat tool for desiging exploration and hidden >> stuff >> >>> >>>>>>>> in the game. >> >>> >>>>>>>> I am definitely open-minded and can be convinced to go with >> A) - >> >>> >>>>>>>> so >> >>> >>>>>>>> lets open it up to the forum and take a little poll and if >> you >> >>> >>>>>>>> want to post >> >>> >>>>>>>> comments/thoughts/ideas - then it'll give us more information >> to >> >>> >>>>>>>> make a good >> >>> >>>>>>>> and intelligent decision. >> >>> >>>>>>>> :) >> >>> >>>>>>>> >> >>> >>>>>>>> >> >>> >>>>>>>> >> >>> >>>>>>>> >> >>> >>>>>>>> >> >>> >>>>>>>> On Wed, Jun 24, 2009 at 7:55 AM, eric drewes < >> figarus@xxxxxxxxx <http://mc/compose?to=figarus@xxxxxxxxx>> >> >>> >>>>>>>> wrote: >> >>> >>>>>>>>> >> >>> >>>>>>>>> i didnt have time to read everythign yet but basically here >> is >> >>> >>>>>>>>> my >> >>> >>>>>>>>> take... >> >>> >>>>>>>>> level 1 is basically a "your character is broken level" and >> >>> >>>>>>>>> doesnt >> >>> >>>>>>>>> need to be designed for, its basically a penalty thing we >> can >> >>> >>>>>>>>> use. it is >> >>> >>>>>>>>> the extreme >> >>> >>>>>>>>> level 2 is needed to differentiate heavy armor from light >> armor >> >>> >>>>>>>>> level 3 is what we will design for, it is "normal" >> >>> >>>>>>>>> level 4 is to sepparate quick characters with ultra light >> armor >> >>> >>>>>>>>> from people wearing normal armor >> >>> >>>>>>>>> level 5 is a special case scenario type of thing >> >>> >>>>>>>>> we're basically just designing the game for level 3, with >> maybe >> >>> >>>>>>>>> a >> >>> >>>>>>>>> small amount of special case scenario areas for level 4/5 >> (like >> >>> >>>>>>>>> under 2-3 >> >>> >>>>>>>>> per chapter) >> >>> >>>>>>>>> i really don't think that it is overly complicated at all >> and >> >>> >>>>>>>>> this >> >>> >>>>>>>>> will be a SUBTLE thing, i.e. again, most of the things like >> >>> >>>>>>>>> this are only >> >>> >>>>>>>>> designed for people who want the bonus, but dont have to >> have >> >>> >>>>>>>>> it >> >>> >>>>>>>>> >> >>> >>>>>>>>> On Wed, Jun 24, 2009 at 3:01 AM, Alan Wolfe >> >>> >>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>> >>>>>>>>> wrote: >> >>> >>>>>>>>>> >> >>> >>>>>>>>>> yeah actually thats a good point, i remember playin zelda >> and >> >>> >>>>>>>>>> you >> >>> >>>>>>>>>> see objects which are obviously repeated (ie black rocks in >> >>> >>>>>>>>>> link to the >> >>> >>>>>>>>>> past, or the docks in zelda 1 etc) and knowing "there is >> >>> >>>>>>>>>> something up with >> >>> >>>>>>>>>> those" but you dont know til you have the item. I forgot >> >>> >>>>>>>>>> about that, that >> >>> >>>>>>>>>> was kinda fun gameplay :P >> >>> >>>>>>>>>> >> >>> >>>>>>>>>> On Tue, Jun 23, 2009 at 10:47 PM, Chris Riccobono >> >>> >>>>>>>>>> <crysalim@xxxxxxxxx<http://mc/compose?to=crysalim@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>> >> >>> >>>>>>>>>>> Yeah, that's part of the fun of Zelda and Metroid style >> >>> >>>>>>>>>>> games... >> >>> >>>>>>>>>>> getting those items that make you able to do things you >> >>> >>>>>>>>>>> didn't predict were >> >>> >>>>>>>>>>> possible, so then the player wonders what cool thing is >> gonna >> >>> >>>>>>>>>>> come out next >> >>> >>>>>>>>>>> :) >> >>> >>>>>>>>>>> That's a pretty cool idea for introducing game mechanics.. >> >>> >>>>>>>>>>> the >> >>> >>>>>>>>>>> player doesn't know about them at all in the game until >> they >> >>> >>>>>>>>>>> actually get >> >>> >>>>>>>>>>> the item for it. >> >>> >>>>>>>>>>> >> >>> >>>>>>>>>>> On Tue, Jun 23, 2009 at 10:40 PM, Alan Wolfe >> >>> >>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>> yeah totally i agree with you. >> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>> we were talkin about this before, we were saying having >> lots >> >>> >>>>>>>>>>>> of >> >>> >>>>>>>>>>>> optional things to discover in a game makes it seem >> bigger >> >>> >>>>>>>>>>>> because we don't >> >>> >>>>>>>>>>>> advertise what the "edges" are. >> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>> so yeah totally, if we advertise there are 5 jump levels >> it >> >>> >>>>>>>>>>>> ruins the magic, but if the player discovers "wtf i jump >> >>> >>>>>>>>>>>> higher now?" they >> >>> >>>>>>>>>>>> might try to see just how high they can jump. Maybe they >> >>> >>>>>>>>>>>> get to level 4 and >> >>> >>>>>>>>>>>> never cap out at level 5, as far as they know the sky is >> the >> >>> >>>>>>>>>>>> limit even >> >>> >>>>>>>>>>>> though they are almost at the cieling hehe. >> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>> On Tue, Jun 23, 2009 at 10:36 PM, Chris Riccobono >> >>> >>>>>>>>>>>> <crysalim@xxxxxxxxx<http://mc/compose?to=crysalim@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> Also, about the player not knowing there will be 5 jump >> >>> >>>>>>>>>>>>> levels, >> >>> >>>>>>>>>>>>> that >> >>> >>>>>>>>>>>>> would trigger the "yay I discovered something" emotion. >> >>> >>>>>>>>>>>>> It's >> >>> >>>>>>>>>>>>> really >> >>> >>>>>>>>>>>>> fun to learn how to do something to reach new places, >> you >> >>> >>>>>>>>>>>>> know? >> >>> >>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> On Tue, Jun 23, 2009 at 10:35 PM, Chris >> >>> >>>>>>>>>>>>> Riccobono<crysalim@xxxxxxxxx<http://mc/compose?to=crysalim@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> > I do believe simplicity brings about the most fun when >> >>> >>>>>>>>>>>>> > done >> >>> >>>>>>>>>>>>> > correctly! >> >>> >>>>>>>>>>>>> > I think part of the fun of a game is learning how to >> use >> >>> >>>>>>>>>>>>> > the >> >>> >>>>>>>>>>>>> > system, >> >>> >>>>>>>>>>>>> > too, so when you can learn it very easy at first, you >> are >> >>> >>>>>>>>>>>>> > open to >> >>> >>>>>>>>>>>>> > learning new mechanics as things go on. >> >>> >>>>>>>>>>>>> > >> >>> >>>>>>>>>>>>> > On Tue, Jun 23, 2009 at 10:27 PM, Alan >> >>> >>>>>>>>>>>>> > Wolfe<alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >> You deffinately have a good point. Our game isn't >> >>> >>>>>>>>>>>>> >> arcadey >> >>> >>>>>>>>>>>>> >> per se but it is >> >>> >>>>>>>>>>>>> >> a game where you can go deeper if you want but don't >> >>> >>>>>>>>>>>>> >> have >> >>> >>>>>>>>>>>>> >> to. >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> >> Like there will be lots to explore but it's all >> optional >> >>> >>>>>>>>>>>>> >> (Eric correct me if >> >>> >>>>>>>>>>>>> >> im wrong lol). >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> >> I'd bet this jump level thing would more or less be >> >>> >>>>>>>>>>>>> >> invisible / automatic to >> >>> >>>>>>>>>>>>> >> the player. Like when you were heavier you just dont >> >>> >>>>>>>>>>>>> >> jump >> >>> >>>>>>>>>>>>> >> as high or as >> >>> >>>>>>>>>>>>> >> far. The player might not know there are 5 levels of >> >>> >>>>>>>>>>>>> >> jumping ability, they >> >>> >>>>>>>>>>>>> >> might just realize "hey when i take off my armor i >> can >> >>> >>>>>>>>>>>>> >> make >> >>> >>>>>>>>>>>>> >> that jump to >> >>> >>>>>>>>>>>>> >> that cave i couldnt get to before" (and of course >> maybe >> >>> >>>>>>>>>>>>> >> an >> >>> >>>>>>>>>>>>> >> NPC tips you off >> >>> >>>>>>>>>>>>> >> to that fact). Or there are boots that have the >> >>> >>>>>>>>>>>>> >> description >> >>> >>>>>>>>>>>>> >> of "wear to be >> >>> >>>>>>>>>>>>> >> able to jump higher" >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> >> But yeah there is deffinate wisdom to keeping it >> simple, >> >>> >>>>>>>>>>>>> >> especially keeping >> >>> >>>>>>>>>>>>> >> the end result the player sees simple. >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> >> Someone should be able to pick up the game and be >> able >> >>> >>>>>>>>>>>>> >> to >> >>> >>>>>>>>>>>>> >> play without >> >>> >>>>>>>>>>>>> >> having to read some huge manual :P >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> >> the old saying "easy to learn difficult to master" >> yadda >> >>> >>>>>>>>>>>>> >> yadda >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> >> On Tue, Jun 23, 2009 at 10:13 PM, katie cook >> >>> >>>>>>>>>>>>> >> <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> Okay guys, this is just my opinion. =) For me when I >> >>> >>>>>>>>>>>>> >>> play >> >>> >>>>>>>>>>>>> >>> arcade-ish style >> >>> >>>>>>>>>>>>> >>> games like I the ones I think (if I understand >> >>> >>>>>>>>>>>>> >>> correctly) >> >>> >>>>>>>>>>>>> >>> that we are trying >> >>> >>>>>>>>>>>>> >>> to make, I think Chris has got a really good point. >> I >> >>> >>>>>>>>>>>>> >>> like >> >>> >>>>>>>>>>>>> >>> to take the >> >>> >>>>>>>>>>>>> >>> easiest route possible to get to the next step. Not >> >>> >>>>>>>>>>>>> >>> that we >> >>> >>>>>>>>>>>>> >>> should flake on >> >>> >>>>>>>>>>>>> >>> stuff. But we should make sure to not >> >>> >>>>>>>>>>>>> >>> scrutinize/overthink >> >>> >>>>>>>>>>>>> >>> things too much >> >>> >>>>>>>>>>>>> >>> if that makes sense. >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> I like the opportunity to get a little bit deeper >> with >> >>> >>>>>>>>>>>>> >>> a >> >>> >>>>>>>>>>>>> >>> game if I choose >> >>> >>>>>>>>>>>>> >>> to at the time, but appreciate when I don't have to. >> >>> >>>>>>>>>>>>> >>> Usually arcades games >> >>> >>>>>>>>>>>>> >>> tend to be shorter in hours played. When I play a >> short >> >>> >>>>>>>>>>>>> >>> game, I don't wanna >> >>> >>>>>>>>>>>>> >>> have to invest a lot of time and deal with frivilous >> >>> >>>>>>>>>>>>> >>> features. The easier >> >>> >>>>>>>>>>>>> >>> the game the funner it is for me (for arcade/short >> >>> >>>>>>>>>>>>> >>> games. I >> >>> >>>>>>>>>>>>> >>> hope this makes >> >>> >>>>>>>>>>>>> >>> sense. >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> --- On Tue, 6/23/09, Chris Riccobono >> >>> >>>>>>>>>>>>> >>> <crysalim@xxxxxxxxx<http://mc/compose?to=crysalim@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> wrote: >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> From: Chris Riccobono >> >>> >>>>>>>>>>>>> >>> <crysalim@xxxxxxxxx<http://mc/compose?to=crysalim@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> Subject: [project1dev] Re: Project1 - SVN Update 270 >> >>> >>>>>>>>>>>>> >>> To: >> >>> >>>>>>>>>>>>> >>> project1dev@xxxxxxxxxxxxx<http://mc/compose?to=project1dev@xxxxxxxxxxxxx> >> >>> >>>>>>>>>>>>> >>> Date: Tuesday, June 23, 2009, 9:46 PM >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> 5 different jump levels is going to complicate >> things a >> >>> >>>>>>>>>>>>> >>> bit >> >>> >>>>>>>>>>>>> >>> more than >> >>> >>>>>>>>>>>>> >>> we want. Try to keep in mind that the ideal is to >> make >> >>> >>>>>>>>>>>>> >>> the >> >>> >>>>>>>>>>>>> >>> game more >> >>> >>>>>>>>>>>>> >>> fun. Ask yourself, will 5 different jumps enhance >> the >> >>> >>>>>>>>>>>>> >>> game >> >>> >>>>>>>>>>>>> >>> enough to >> >>> >>>>>>>>>>>>> >>> warrant the amount of coding, designing, and bug >> >>> >>>>>>>>>>>>> >>> testing >> >>> >>>>>>>>>>>>> >>> they will >> >>> >>>>>>>>>>>>> >>> require? >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> To reiterate what I tried to stress early on, we >> want >> >>> >>>>>>>>>>>>> >>> the >> >>> >>>>>>>>>>>>> >>> game to be >> >>> >>>>>>>>>>>>> >>> as fun as possible, as simply as possible. Having a >> >>> >>>>>>>>>>>>> >>> complex game is >> >>> >>>>>>>>>>>>> >>> great if it enhances the experience, but if it >> doesn't, >> >>> >>>>>>>>>>>>> >>> it >> >>> >>>>>>>>>>>>> >>> becomes a >> >>> >>>>>>>>>>>>> >>> hinderance - just another game, in other words. >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> To give you a specific example, your idea about >> armor >> >>> >>>>>>>>>>>>> >>> making you >> >>> >>>>>>>>>>>>> >>> slower and jump shorter will generally make players >> >>> >>>>>>>>>>>>> >>> avoid >> >>> >>>>>>>>>>>>> >>> doing that >> >>> >>>>>>>>>>>>> >>> in any instance they can. In action based games, >> >>> >>>>>>>>>>>>> >>> skilled >> >>> >>>>>>>>>>>>> >>> players will >> >>> >>>>>>>>>>>>> >>> go towards what is as fast and damaging as possible, >> >>> >>>>>>>>>>>>> >>> and >> >>> >>>>>>>>>>>>> >>> will avoid >> >>> >>>>>>>>>>>>> >>> things like that on purpose. >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> Also, having injuries slow you down will make >> players >> >>> >>>>>>>>>>>>> >>> feel >> >>> >>>>>>>>>>>>> >>> like they >> >>> >>>>>>>>>>>>> >>> can't be damaged. For things like this you want to >> >>> >>>>>>>>>>>>> >>> flip >> >>> >>>>>>>>>>>>> >>> the tables, >> >>> >>>>>>>>>>>>> >>> and instead create armor that gives players more >> speed, >> >>> >>>>>>>>>>>>> >>> but >> >>> >>>>>>>>>>>>> >>> they take >> >>> >>>>>>>>>>>>> >>> more damage. It might seem like a small thing, but >> in >> >>> >>>>>>>>>>>>> >>> the >> >>> >>>>>>>>>>>>> >>> eyes of a >> >>> >>>>>>>>>>>>> >>> player it can make a huge difference in gameplay. >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> Basically ask yourself if you would play the game >> and >> >>> >>>>>>>>>>>>> >>> have >> >>> >>>>>>>>>>>>> >>> fun doing >> >>> >>>>>>>>>>>>> >>> the things you imagine. >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> On Tue, Jun 23, 2009 at 6:14 PM, Alan >> >>> >>>>>>>>>>>>> >>> Wolfe<alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> > you know the kind of cool thing about this too >> >>> >>>>>>>>>>>>> >>> > >> >>> >>>>>>>>>>>>> >>> > we could actually make situations that you >> couldn't >> >>> >>>>>>>>>>>>> >>> > escape from, and >> >>> >>>>>>>>>>>>> >>> > have >> >>> >>>>>>>>>>>>> >>> > things like pits that when you fall into them you >> die >> >>> >>>>>>>>>>>>> >>> > instantly and >> >>> >>>>>>>>>>>>> >>> > return >> >>> >>>>>>>>>>>>> >>> > to the void. >> >>> >>>>>>>>>>>>> >>> > >> >>> >>>>>>>>>>>>> >>> > those are really mean (literally!) features but if >> we >> >>> >>>>>>>>>>>>> >>> > use >> >>> >>>>>>>>>>>>> >>> > them sparingly >> >>> >>>>>>>>>>>>> >>> > or >> >>> >>>>>>>>>>>>> >>> > in some kind of "i told you not to look in the >> box" >> >>> >>>>>>>>>>>>> >>> > situations that >> >>> >>>>>>>>>>>>> >>> > could be >> >>> >>>>>>>>>>>>> >>> > actually pretty funny. >> >>> >>>>>>>>>>>>> >>> > >> >>> >>>>>>>>>>>>> >>> > im not sure if you are down with it, but it would >> >>> >>>>>>>>>>>>> >>> > bring a >> >>> >>>>>>>>>>>>> >>> > feeling of >> >>> >>>>>>>>>>>>> >>> > mortality :P >> >>> >>>>>>>>>>>>> >>> > >> >>> >>>>>>>>>>>>> >>> > ps i'll add the previous ideas to the wiki once i >> get >> >>> >>>>>>>>>>>>> >>> > home if no one >> >>> >>>>>>>>>>>>> >>> > else >> >>> >>>>>>>>>>>>> >>> > has by then. I dont mind but just can't right now >> :P >> >>> >>>>>>>>>>>>> >>> > On Tue, Jun 23, 2009 at 5:44 PM, eric drewes >> >>> >>>>>>>>>>>>> >>> > <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >> >> >>> >>>>>>>>>>>>> >>> >> yes - harsh but like i said, its an emergency >> only >> >>> >>>>>>>>>>>>> >>> >> option to be as a >> >>> >>>>>>>>>>>>> >>> >> last >> >>> >>>>>>>>>>>>> >>> >> resort... i think any other way of doing it will >> >>> >>>>>>>>>>>>> >>> >> allow >> >>> >>>>>>>>>>>>> >>> >> too many holes >> >>> >>>>>>>>>>>>> >>> >> for >> >>> >>>>>>>>>>>>> >>> >> exploits (such as exp or item farming, etc) >> >>> >>>>>>>>>>>>> >>> >> >> >>> >>>>>>>>>>>>> >>> >> On Tue, Jun 23, 2009 at 8:43 PM, Alan Wolfe >> >>> >>>>>>>>>>>>> >>> >> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>> >> >>> >>>>>>>>>>>>> >>> >>> so would you lose all exp, gold and items gained >> >>> >>>>>>>>>>>>> >>> >>> then? >> >>> >>>>>>>>>>>>> >>> >>> On Tue, Jun 23, 2009 at 5:41 PM, eric drewes >> >>> >>>>>>>>>>>>> >>> >>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>> >> >>> >>>>>>>>>>>>> >>> >>>> yeah i think that is what we';ll do, you can >> >>> >>>>>>>>>>>>> >>> >>>> recall to >> >>> >>>>>>>>>>>>> >>> >>>> the void at >> >>> >>>>>>>>>>>>> >>> >>>> any >> >>> >>>>>>>>>>>>> >>> >>>> time but it effectively just restores a saved >> game >> >>> >>>>>>>>>>>>> >>> >>>> so >> >>> >>>>>>>>>>>>> >>> >>>> you gain no >> >>> >>>>>>>>>>>>> >>> >>>> benefit to >> >>> >>>>>>>>>>>>> >>> >>>> it. We'll make this sort of a last ditch >> option, >> >>> >>>>>>>>>>>>> >>> >>>> so >> >>> >>>>>>>>>>>>> >>> >>>> we'll try to >> >>> >>>>>>>>>>>>> >>> >>>> design it >> >>> >>>>>>>>>>>>> >>> >>>> so people never have to use it under normal >> >>> >>>>>>>>>>>>> >>> >>>> circumstances >> >>> >>>>>>>>>>>>> >>> >>>> >> >>> >>>>>>>>>>>>> >>> >>>> On Tue, Jun 23, 2009 at 8:39 PM, Alan Wolfe >> >>> >>>>>>>>>>>>> >>> >>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>> >> >>> >>>>>>>>>>>>> >>> >>>>> no, im just here to poke holes in your ideas >> <g> >> >>> >>>>>>>>>>>>> >>> >>>>> >> >>> >>>>>>>>>>>>> >>> >>>>> jk but no im not sure... other than perhaps >> the >> >>> >>>>>>>>>>>>> >>> >>>>> player can return to >> >>> >>>>>>>>>>>>> >>> >>>>> the void at any time, and the cost is that >> you've >> >>> >>>>>>>>>>>>> >>> >>>>> lost all the time >> >>> >>>>>>>>>>>>> >>> >>>>> you've >> >>> >>>>>>>>>>>>> >>> >>>>> taken to progress to where you are (ie you >> have >> >>> >>>>>>>>>>>>> >>> >>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>> walk back) >> >>> >>>>>>>>>>>>> >>> >>>>> On Tue, Jun 23, 2009 at 5:38 PM, eric drewes >> >>> >>>>>>>>>>>>> >>> >>>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>> wait i take that back, i'll have to think of >> a >> >>> >>>>>>>>>>>>> >>> >>>>>> real >> >>> >>>>>>>>>>>>> >>> >>>>>> solution. any >> >>> >>>>>>>>>>>>> >>> >>>>>> ideas? >> >>> >>>>>>>>>>>>> >>> >>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>> On Tue, Jun 23, 2009 at 8:35 PM, Alan Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>> ok >> >>> >>>>>>>>>>>>> >>> >>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>> is recall always going to be available? >> >>> >>>>>>>>>>>>> >>> >>>>>>> On Tue, Jun 23, 2009 at 5:35 PM, eric drewes >> >>> >>>>>>>>>>>>> >>> >>>>>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>> recall >> >>> >>>>>>>>>>>>> >>> >>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>> On Tue, Jun 23, 2009 at 8:33 PM, Alan Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> ok sounds good. the lax attitude and not >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> needing >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> perfection >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> will >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> make it alot easier to test and build. >> We'll >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> just have to make >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> sure and >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> keep that in mind when designing things. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> actually i think we will probably still >> have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> do a lot of >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> testing >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> with the various jumps to make sure people >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> can't >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> get somewhere >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> they arent >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> meant to be that they cant get out of - ie >> i >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> can >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> enter this >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> level 3 jump >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> area but i can't escape. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> what's your thoughts on that situation? >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> On Tue, Jun 23, 2009 at 5:29 PM, eric >> drewes >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> well 2 things... >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> 1 - i am comfortable with the testing, i >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> think >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> it'll add a lot >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> the game - what do you guys think? >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> 2 - alan i would really say we'd only >> need >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> test for 2 things >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> - >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> the ability for level 2 to get past areas >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> that >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> have no >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> non-jumping route >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> through and to make sure tier 5 people >> can't >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> exploit anything >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> we don't want >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> them too... i would say if a tier 3 >> person >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> can >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> find a way to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> get over >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> something designed as a secret for level >> 4 >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> people, then that is >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> ok w/ me, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> and likewise with level 4 getting to >> level 5 >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> areas. if they >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> can find a way >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> to overcome the handicap, i dont want to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> stop >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> them :) >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> On Tue, Jun 23, 2009 at 8:25 PM, Alan >> Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> and of course another option is we just >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> design >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> it where fine >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> tuned details like that aren't important >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> like if you can jump it instead of >> having >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> get a rope and >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> climb >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> up, who cares! >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> but shrug just wanted to point out this >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> aspect >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> of the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> solution! >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> On Tue, Jun 23, 2009 at 5:17 PM, Alan >> Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> I like the idea. It deffinately makes >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> thigns >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> more >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> exploration >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> based since we could put places that >> you >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> can't >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> get to while >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> starting out >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> This isn't a deal breaker but i want to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> point >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> out this will >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> increase testing and designing time: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> * all maps will have to be played >> with the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> highest jump level >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> make sure they cant exploit anything >> they >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> shouldn't be able >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> * all maps will have to played with the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> lowest >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> jump level to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> make sure the minimum we want passable >> is >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> passable >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> * for maps which have a specific jump >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> requirement areas (ie >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> level 3 lets you get to this area) >> we'll >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> to play with >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> that level as >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> well as the next level down to make >> sure >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> one below can't >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> get up too. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> On Tue, Jun 23, 2009 at 5:11 PM, eric >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> drewes >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> what do you guys think of that scale? >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> that >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> way we dont have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> guess when we design and we have a >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> baseline >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> standard >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 7:58 PM, eric >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>> drewes >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> and a voice spoke from the mountain >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> tops, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> "and let it be >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> spoken, there shall be 5 different >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> tiers of >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> jumping >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> ability, one for hardly >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> any jump at all, the next for >> between >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> current jump and >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> the previous >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> levels not-really-a-jump, the third >> is >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> what >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> is there now, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> the fourth for a >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> jump equal to 1.5x as high/far as >> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> 3rd >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> and a fifth that >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> is triple the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> normal jump - this will be reserved >> for >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> special facet, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> item boosts or a max >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> 100 quickness bonus. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> basically it is like this: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 1) barely a jump at all, this >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> will be >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> for incredibly >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> fat characters (w/ the fat facet) >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> people >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> with super heavy >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> armor that they >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> aren't strong enough to wear, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> incredibly >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> injured people, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> people with snake >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> torsos, etc :-P >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 2) this is what people wearing >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> plate/heavy chain >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> armor, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> or have relatively strong long >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> injuries, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> etc. etc. will >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 3) most characters will have >> this >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> jump, traps, etc. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> should be designed with this as the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> minimum >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> - though >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> basically we want it to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> be a challenge for level 3 people. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> some >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> areas can be >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> designed so it's >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> inaccessible without level 4 though, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> but >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> nothing vital to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> passing the map - >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> also, traps/jump areas that aren't >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> accessible except >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> through jumping should >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> use level 2 as a minimum. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 4) super athletic character >> with >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> light or no armor >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> will >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> have this, they can reach special >> areas >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> other 3 levels >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> can't, jump >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> puzzles should be easier for level 4 >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 5) these characters are >> magically >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> imbued or have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> super >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> humanly agility, maybe they have >> little >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> wings, etc. by >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> passable traps, areas >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> that can only be reached via long >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> distance >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> travel, etc >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> these characters have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> a big advantage on all jumping >> matters. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 7:29 PM, >> Kent >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> Petersen >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://mc/compose?to=kentkmp@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> Man, that sounds awful. At least we >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> learned these >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> lessons and now know how to prevent >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> them >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 4:26 PM, >> Alan >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> btw line rider had the same issues >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> tee >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> hee >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> In line rider, people >> were exploiting >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> a >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> simple physics >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> simulation to do tricks like >> gravity >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> wells and nose >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> grinds and other stuff. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> when we made the commercial >> version >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> of >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> the game we had >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> make sure all the tricks were >> still >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> possible and we >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> brought in tech dawg to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> play it and make sure everything >> was >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> still kosher. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> the parts that sucked - whenever >> we >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> optomized something >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> in >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> the game it would break all >> existing >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> test >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> maps we had >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> made so we had to wait >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> til the very end of the game to >> make >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> puzzle maps. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> also, since the DS, Wii and PC all >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> have >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> different >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> floating >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> point math chips in them (and ds >> had >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> diff >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> code), maps >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> wouldn't work the same >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> on all the different platforms so >> we >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> had >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> to keep sharing >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> to be on the same >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> platform it was created on. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:50 PM, >> Alan >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> its ok man ::shakes you:: the >> wars >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> over, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> nixon is outa >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> office now >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:48 PM, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> Kent >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> Petersen >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://mc/compose?to=kentkmp@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> *Kent is having megaman >> flashbacks* >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:47 PM, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> Alan >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> indeed! I'm going to >> re-iterate >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> what >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> you said Kent >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> just >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> so people understand the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> importance >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> we should figure out how high / >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> far we >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> want the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> player >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> to be able to jump and how >> strong >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> gravity should be >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> muey importante~! >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> once we decide we can't change >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> without >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> having to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> rebuild >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> and rebalance any existing >> physics >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> dependant maps (ie >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> skill jumps, gaps that >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> the player should or should not >> be >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> able to jump over >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> etc) which is a total >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> pain and could really be really >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> really >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> destructive to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> our game having to >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> rebuild and rebalance a whole >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> bunch of >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> crap later. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> So, lookin at you Eric, we >> should >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> talk >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> about >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> finalizing. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> Is there anything specifically >> you >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> for >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> sure want the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> player to be able to do? IE >> jump >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> across a certain >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> distance, jump over a >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> certain hight object etc >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:31 >> PM, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> Kent >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> Petersen >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://mc/compose?to=kentkmp@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> What did you want to do for >> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> first >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> trap? I >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> imagined >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> that there would be 5 or so >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> different >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> looking tiles. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> Then there would be one >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> correct kind of tile (not the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> diamond). Then the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> player would have to jump >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> about through the tiles to the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> correct ones. I >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> figured it would work >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> similarly to the ones that >> were >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> on >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> kenttest. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> What's your thoughts on that? >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> Before you get to into >> designing >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> temple I would >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> highly suggest that we nail >> down >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> player control and >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> jumping physics. Let me >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> warn you from experience, if >> we >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> change how any of >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> that works your temple >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> will become obsolete. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:25 >> PM, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> Kent >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> Petersen >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://mc/compose?to=kentkmp@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> Been really busy today and >> will >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> probably be busy >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> next couple days. I would >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> suggest >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> leaving the trap >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> areas open for now. If >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> you are willing to push on >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> anyway >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> and have specific >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> questions, send em my >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> way and I will be happy to >> help >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> out >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> when I get a >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> chance. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 2:23 >> PM, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> Alan Wolfe >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> Man that's awesome >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 2:16 >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> PM, >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> Apache User >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> < >> dhapache@xxxxxxxxxxxxxxxxxxx<http://mc/compose?to=dhapache@xxxxxxxxxxxxxxxxxxx> >> > >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> wrote: >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> User:rorac >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> Message: Expanded a little >> on >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> templemap, added >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> template code as per Kent's >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> advisement. >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> Need a sign (next room is >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> diamond >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> path). Kent, I >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> will need your help to help >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> build >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> that part and >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> begin putting traps in the >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> hallway (first right = >> first >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> trap >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> area). >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> <Files Changed> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> U >> Scripts/Maps/templemap.lua >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> A >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> Scripts/Maps/templemap_geometry.lua >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >> ;>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>>> >> >>> >>>>>>>>>>>>> >>> >>>>> >> >>> >>>>>>>>>>>>> >>> >>>> >> >>> >>>>>>>>>>>>> >>> >>> >> >>> >>>>>>>>>>>>> >>> >> >> >>> >>>>>>>>>>>>> >>> > >> >>> >>>>>>>>>>>>> >>> > >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >>> >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> >> >> >>> >>>>>>>>>>>>> > >> >>> >>>>>>>>>>>>> >> >>> >>>>>>>>>>>> >> >>> >>>>>>>>>>> >> >>> >>>>>>>>>> >> >>> >>>>>>>>> >> >>> >>>>>>>> >> >>> >>>>>>>> >> >>> >>>>>>> >> >>> >>>>>> >> >>> >>>>> >> >>> >>>> >> >>> >>> >> >>> >> >> >>> > >> >>> > >> >>> >> >> >> > >> > >> >> >> >