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 >>> >>>>>>>>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> >>> >> ;>>>>>>>>>>>> >>> >>>>>>>>>>>>> >>> >>>>>>>>>>>> >>> >>>>>>>>>>> >>> >>>>>>>>>> >>> >>>>>>>>> >>> >>>>>>>> >>> >>>>>>> >>> >>>>>> >>> >>>>> >>> >>>> >>> >>> >>> >> >>> > >>> > >>> >>> >> >> >