Sounds like typical game testing to me. I like it. On Tue, Jun 23, 2009 at 7:33 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 >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >