[project1dev] Re: Project1 - SVN Update 270

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 19:38:34 -0500

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

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