[project1dev] Re: Project1 - SVN Update 270

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 20:29:00 -0400

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

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