[project1dev] Re: Project1 - SVN Update 270

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 19:58:57 -0400

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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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