[project1dev] Re: Project1 - SVN Update 270

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 22:27:51 -0700

You deffinately have a good point.  Our game isn't arcadey per se but it is
a game where you can go deeper if you want but don't have to.

Like there will be lots to explore but it's all optional (Eric correct me if
im wrong lol).

I'd bet this jump level thing would more or less be invisible / automatic to
the player.  Like when you were heavier you just dont jump as high or as
far.  The player might not know there are 5 levels of jumping ability, they
might just realize "hey when i take off my armor i can make that jump to
that cave i couldnt get to before" (and of course maybe an NPC tips you off
to that fact).  Or there are boots that have the description of "wear to be
able to jump higher"

But yeah there is deffinate wisdom to keeping it simple, especially keeping
the end result the player sees simple.

Someone should be able to pick up the game and be able to play without
having to read some huge manual :P

the old saying "easy to learn difficult to master" yadda yadda

On Tue, Jun 23, 2009 at 10:13 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

> Okay guys, this is just my opinion. =) For me when I play arcade-ish style
> games like I the ones I think (if I understand correctly) that we are trying
> to make, I think Chris has got a really good point. I like to take the
> easiest route possible to get to the next step. Not that we should flake on
> stuff. But we should make sure to not scrutinize/overthink things too much
> if that makes sense.
>
> I like the opportunity to get a little bit deeper with a game if I choose
> to at the time, but appreciate when I don't have to. Usually arcades games
> tend to be shorter in hours played. When I play a short game, I don't wanna
> have to invest a lot of time and deal with frivilous features. The easier
> the game the funner it is for me (for arcade/short games. I hope this makes
> sense.
>
> --- On *Tue, 6/23/09, Chris Riccobono <crysalim@xxxxxxxxx>* wrote:
>
>
> From: Chris Riccobono <crysalim@xxxxxxxxx>
> Subject: [project1dev] Re: Project1 - SVN Update 270
> To: project1dev@xxxxxxxxxxxxx
> Date: Tuesday, June 23, 2009, 9:46 PM
>
> 5 different jump levels is going to complicate things a bit more than
> we want.  Try to keep in mind that the ideal is to make the game more
> fun.  Ask yourself, will 5 different jumps enhance the game enough to
> warrant the amount of coding, designing, and bug testing they will
> require?
>
> To reiterate what I tried to stress early on, we want the game to be
> as fun as possible, as simply as possible.  Having a complex game is
> great if it enhances the experience, but if it doesn't, it becomes a
> hinderance - just another game, in other words.
>
> To give you a specific example, your idea about armor making you
> slower and jump shorter will generally make players avoid doing that
> in any instance they can.  In action based games, skilled players will
> go towards what is as fast and damaging as possible, and will avoid
> things like that on purpose.
>
> Also, having injuries slow you down will make players feel like they
> can't be damaged.  For things like this you want to flip the tables,
> and instead create armor that gives players more speed, but they take
> more damage.  It might seem like a small thing, but in the eyes of a
> player it can make a huge difference in gameplay.
>
> Basically ask yourself if you would play the game and have fun doing
> the things you imagine.
>
>
>
> On Tue, Jun 23, 2009 at 6:14 PM, Alan 
> Wolfe<alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>>
> wrote:
> > you know the kind of cool thing about this too
> >
> > we could actually make situations that you couldn't escape from, and have
> > things like pits that when you fall into them you die instantly and
> return
> > to the void.
> >
> > those are really mean (literally!) features but if we use them sparingly
> or
> > in some kind of "i told you not to look in the box" situations that could
> be
> > actually pretty funny.
> >
> > im not sure if you are down with it, but it would bring a feeling of
> > mortality :P
> >
> > ps i'll add the previous ideas to the wiki once i get home if no one else
> > has by then.  I dont mind but just can't right now :P
> > On Tue, Jun 23, 2009 at 5:44 PM, eric drewes 
> > <figarus@xxxxxxxxx<http://mc/compose?to=figarus@xxxxxxxxx>>
> wrote:
> >>
> >> 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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=figarus@xxxxxxxxx>
> >
> >>>>>>> wrote:
> >>>>>>>>
> >>>>>>>> recall
> >>>>>>>>
> >>>>>>>> On Tue, Jun 23, 2009 at 8:33 PM, Alan Wolfe 
> >>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=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<http://mc/compose?to=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 <http://mc/compose?to=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<http://mc/compose?to=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 <http://mc/compose?to=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 <http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=kentkmp@xxxxxxxxx>>
> wrote:
> >>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>> *Kent is having megaman flashbacks*
> >>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:47 PM, Alan Wolfe
> >>>>>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=alan.wolfe@xxxxxxxxx>>
> wrote:
> >>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>> Man that's awesome
> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 2:16 PM, Apache User
> >>>>>>>>>>>>>>>>>>>>>>> <dhapache@xxxxxxxxxxxxxxxxxxx<http://mc/compose?to=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
> >>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>
> >&gt ;>>>>>>>>>>>>
> >>>>>>>>>>>>>
> >>>>>>>>>>>>
> >>>>>>>>>>>
> >>>>>>>>>>
> >>>>>>>>>
> >>>>>>>>
> >>>>>>>
> >>>>>>
> >>>>>
> >>>>
> >>>
> >>
> >
> >
>
>
>

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