[project1dev] Re: Project1 - SVN Update 270

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 17:35:40 -0700

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

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