hehe On Tue, Jun 23, 2009 at 7:58 PM, eric drewes <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> 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> 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>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>wrote: >>>> >>>>> *Kent is having megaman flashbacks* >>>>> >>>>> >>>>> On Tue, Jun 23, 2009 at 3:47 PM, Alan Wolfe <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>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>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>wrote: >>>>>>>> >>>>>>>>> Man that's awesome >>>>>>>>> On Tue, Jun 23, 2009 at 2:16 PM, Apache User < >>>>>>>>> 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 >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >