[project1dev] Re: Project1 - SVN Update 270

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 20:11:15 -0400

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> 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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