wait i take that back, i'll have to think of a real solution. any ideas? On Tue, Jun 23, 2009 at 8:35 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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 >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >