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