yes - harsh but like i said, its an emergency only option to be as a last resort... i think any other way of doing it will allow too many holes for exploits (such as exp or item farming, etc) On Tue, Jun 23, 2009 at 8:43 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > so would you lose all exp, gold and items gained then? > On Tue, Jun 23, 2009 at 5:41 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> yeah i think that is what we';ll do, you can recall to the void at any >> time but it effectively just restores a saved game so you gain no benefit to >> it. We'll make this sort of a last ditch option, so we'll try to design it >> so people never have to use it under normal circumstances >> >> >> On Tue, Jun 23, 2009 at 8:39 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> no, im just here to poke holes in your ideas <g> >>> >>> jk but no im not sure... other than perhaps the player can return to the >>> void at any time, and the cost is that you've lost all the time you've taken >>> to progress to where you are (ie you have to walk back) >>> On Tue, Jun 23, 2009 at 5:38 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>> >>>> 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 >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >