Katie, we are EXTREMELY lucky to have you here (: thank you for putting up with us haha On Fri, Jun 26, 2009 at 6:52 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > Yeah, we artist sometimes let things get the best of us and our egos get > in the way. > > For me its just about making people happy. Whatever it takes to accomplish > that is what I will do. =0 > > --- On *Fri, 6/26/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote: > > > From: Alan Wolfe <alan.wolfe@xxxxxxxxx> > Subject: [project1dev] Re: Project1 - SVN Update 270 > To: project1dev@xxxxxxxxxxxxx > Date: Friday, June 26, 2009, 6:36 PM > > Design always seems to be pretty haeted from what i've seen workin at the > companies ive been at. > > the reason why is because in programming you can benchmark things, see what > runs faster and uses less memory. > > In art, i think you can quantify things a little bit, but way less than > programming. > > in design - there is no way to quantify most things other than just having > people play it but its really hard to isolate single ideas for play > testing. So, if people let it get personal it gets bad lol. > > Luckily everybody here is pretty cool and hopefully nobody will take > anything personally (: > > > On Fri, Jun 26, 2009 at 6:28 PM, katie cook > <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx> > > wrote: > >> drama anyone? =0 >> >> --- On *Fri, 6/26/09, 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: Friday, June 26, 2009, 5:07 AM >> >> basically i view this entire argument as such: >> i show you a puzzle piece for a massive puzzle i am working on and you >> tell me that the shape of the edges aren't aethestically pleasing to you and >> they need to be changed. :P >> >> On Fri, Jun 26, 2009 at 7:49 AM, eric drewes >> <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx> >> > wrote: >> >>> I understand your point - i just disagree with it :P It will be used, it >>> will be fun, nothing will be half done or incomplete. >>> >>> On Fri, Jun 26, 2009 at 7:00 AM, Chris Riccobono >>> <crysalim@xxxxxxxxx<http://mc/compose?to=crysalim@xxxxxxxxx> >>> > wrote: >>> >>>> 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 >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >> ;>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>>> >>>> >>> >>>>>>>>>>>>> >>> >>>> >>>> >>> >>>>>>>>>>>>> >>> >>> >>>> >>> >>>>>>>>>>>>> >>> >> >>>> >>> >>>>>>>>>>>>> >>> > >>>> >>> >>>>>>>>>>>>> >>> > >>>> >>> >>>>>>>>>>>>> >>> >>>> >>> >>>>>>>>>>>>> >>> >>>> >>> >>>>>>>>>>>>> >> >>>> >>> >>>>>>>>>>>>> >> >>>> >>> >>>>>>>>>>>>> > >>>> >>> >>>>>>>>>>>>> >>>> >>> >>>>>>>>>>>> >>>> >>> >>>>>>>>>>> >>>> >>> >>>>>>>>>> >>>> >>> >>>>>>>>> >>>> >>> >>>>>>>> >>>> >>> >>>>>>>> >>>> >>> >>>>>>> >>>> >>> >>>>>> >>>> >>> >>>>> >>>> >>> >>>> >>>> >>> >>> >>>> >>> >> >>>> >>> > >>>> >>> > >>>> >>> >>>> >> >>>> > >>>> > >>>> >>>> >>> >> >> > >