ok is recall always going to be available? On Tue, Jun 23, 2009 at 5:35 PM, eric drewes <figarus@xxxxxxxxx> wrote: > recall > > > On Tue, Jun 23, 2009 at 8:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> ok sounds good. the lax attitude and not needing perfection will make it >> alot easier to test and build. We'll just have to make sure and keep that >> in mind when designing things. >> >> actually i think we will probably still have to do a lot of testing with >> the various jumps to make sure people can't get somewhere they arent meant >> to be that they cant get out of - ie i can enter this level 3 jump area but >> i can't escape. >> >> what's your thoughts on that situation? >> On Tue, Jun 23, 2009 at 5:29 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> 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 >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >