[project1dev] Re: Project1 - SVN Update 270

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 22:36:55 -0700

Also, about the player not knowing there will be 5 jump levels, that
would trigger the "yay I discovered something" emotion.  It's really
fun to learn how to do something to reach new places, you know?

On Tue, Jun 23, 2009 at 10:35 PM, Chris Riccobono<crysalim@xxxxxxxxx> wrote:
> I do believe simplicity brings about the most fun when done correctly!
>  I think part of the fun of a game is learning how to use the system,
> too, so when you can learn it very easy at first, you are open to
> learning new mechanics as things go on.
>
> On Tue, Jun 23, 2009 at 10:27 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
>> 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> 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> 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>
>>> >> 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
>>> >>>>>>>>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>>
>>> >>>>>>>>>>>>>>>
>>> >&gt ;>>>>>>>>>>>>
>>> >>>>>>>>>>>>>
>>> >>>>>>>>>>>>
>>> >>>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>
>>> >>>>>>
>>> >>>>>
>>> >>>>
>>> >>>
>>> >>
>>> >
>>> >
>>>
>>>
>>
>>
>

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