I really wish I knew you guys back in the mudding days so I could have brought you over to Clandestine :) I would have played Gemstone too, if I had people to play with. That's really what it's all about. But I did have a similar group of people on Cland that I played with, and learning how to use everything in the game to the point where people think you're hacking is really fun and ego boosting haha. I would have loved to pk with Eric and Nick back in the day. I actually gathered a somewhat small group of players that came with me to a couple other Godwars muds (where you kill other players for exp) and those people still play games with me today. I am currently playing a mod of Team Fortress 2 that introduced races and skills. Only two servers run the mod, and it's completely server side, so there's a tight knit community just like a mud has. It's really fun, any tf2 players should check it out :) On Tue, Jun 23, 2009 at 10:35 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > gemstone is a really interesting game. > > i seriously never understood it's mechanics enough to be good at them. > > it was a MUD but it was a pay mud (i know you hate subscription games lol). > > basically what was crazy is i would go in, and i would play for like 3 > months lets say, and end up being level 6 and have to fight things my level. > > but, eric or nick, they knew some crazy shit i never learned... > > they would like, make a character, run out into the world NAKED and outduel > other players that outranked them, and be like level 20 in those same 3 > months and be hanging out in like level 40 areas. > > and nick... > > in gemstone theres all these weird rules how skilsl interact like theres > something called redux? basically if you were good at running jumping > climbing and things like that you got natural armor bonuses. Also if you > were ever laying down in that game you were uber vulnerable just like RL. > Like a level 5 guy could knife a level 50 guy to death in 1 shot if he was > laying down. > > so like, if i remember this right, nick exploited the redux system and laid > on the ground naked and let someone hit him with a 2 handed sword and he > survived. > > something crazy like that. > > also i remember eric made a boxing and 2 handed sword wizard... wizard got a > haste spell to help with round time, so eric made a wizard that would haste > himself and box the fuck out of things with instantaneous attacks. He also > made a claidmore wielding wizard that hasted himself so he had normal round > times. > > of course if anything ever hit the wizard he'd pop like a grape, but there's > also this thing called stance dancing where you can time offense / defense > optimally. > > it's an insane game.... i kinda wanna play it again now hehe > > On Tue, Jun 23, 2009 at 10:29 PM, Chris Riccobono <crysalim@xxxxxxxxx> > wrote: >> >> You bring up a really good point Alan - a player will only go the >> faster route if that is best for the game. >> >> I am biased in a way, because most action games act that way, and thus >> I think like that too. Having a slower speed based on armor actually >> does work in some instances, like in Team Fortress 2, the Heavy class >> moves at almost half speed of the rest of the players, for the benefit >> of very strong offense and defense. >> >> I didn't play Gemstone so unfortunately I can't flesh out the >> mechanics fully in my mind, but I will try to poke things in the >> direction of more fun when I can :P >> >> 5 different jumps will matter only as much as we design the game for >> them to matter. In Diablo 2, the barb jump skill only let you cross >> certain terrain that wasn't walkable, so having so many different jump >> lengths was easily solved - just make the pits larger. If we can find >> an easy solution in our game - an equivalent to "just making the pits >> larger" - then we can add as many jumps as we want, and even make them >> scale into flying! >> >> I recently learned how to do the shinespark tricks in Metroid >> Redesign, and if we could make our jumps in the game require a skill >> curve somehow, that would reward the player for the ability to jump >> higher... almost like how in 3d Mario games, you have to jump right as >> you hit the ground again, within a certain amount of time, so you can >> do the triple jump. >> >> On Tue, Jun 23, 2009 at 10:13 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: >> > well here's my take... >> > >> > "will 5 different jumps enhance the game enough to warrant the amount >> > of >> > coding, designing, and bug testing they will require?" >> > >> > I had some concerns about design and testing that the multiple jumps >> > would >> > bring up but those were all put to rest pretty well. Where it stands >> > now, I >> > think it's ok from design because of the mentality of "if they find a >> > way to >> > circumvent a jump power to them" and the recall with penalties takes >> > care of >> > the problem of ever getting stuck. From a testing pov it does up the >> > testing a little bit, but again with that same attitude towards design >> > of >> > "so what if they get there sooner", that eases testing time a lot so >> > there >> > is testing impact but we arent talking about quadruple testing time >> > anymore >> > or anything like that. Not even double, which is nice. >> > >> > "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." >> > >> > have you played tower defenses before? Whats the best strategy - build >> > a >> > lot of weak towers, or build a few powerful towers? The answer of >> > course is >> > it depends on the rules/costs/etc of the tower defense. In the same >> > way, >> > that a player would go for what is as fast and as damaging as possible >> > is >> > only a good thing if our game is set up with that being the optimal way >> > to >> > play. For instance, what if we made it so damager per second (if we are >> > considering both speed and damage together) got much lower with faster >> > weapons, while slower weapons had huger dps but of course were lots >> > slower. >> > It would make the area a lot greyer whether you want to 1 shot enemies >> > (bad >> > against groups) or be able to spread your damage more thinly across >> > multiple >> > targets with your speed (good against groups, bad against single >> > targets). >> > >> > From knowing where the concepts for our combat are coming (a lot of >> > gemstone >> > in there) i know that there will be different times for different >> > tactics >> > which make the variety a good thing, and if we do it well, what exactly >> > the >> > rigth combination is will be masked pretty well if there even is 1 clear >> > path to optimum. Hopefully we'll have several optimal paths. >> > >> > " think having two jump settings would be more feasible." >> > >> > I kind of think if we stick to 5 jump strengths, it will feel more like >> > an >> > analog setting instead of 5 distinct levels. Like the barb's jump skill >> > in >> > D2, each little point helps a little but a single point isn't THAT >> > noticeable. Thats how i think it'll feel in the end but i could be >> > wrong. >> > >> > My 2 cents anyhow :P >> > >> > >> > >> > >> > On Tue, Jun 23, 2009 at 9:47 PM, Chris Riccobono <crysalim@xxxxxxxxx> >> > wrote: >> >> >> >> I didn't add this to the last email - I think having two jump settings >> >> would be more feasible. If we need additional control over a jump >> >> beyond that, we can just implement slow/fast fall, flying, or other >> >> things. >> >> >> >> On Tue, Jun 23, 2009 at 9:46 PM, Chris Riccobono<crysalim@xxxxxxxxx> >> >> wrote: >> >> > 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 >> >> >>>>>>>>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>>> >> >> >>>>>>>>>>>>>> >> >> >>>>>>>>>>>>> >> >> >>>>>>>>>>>> >> >> >>>>>>>>>>> >> >> >>>>>>>>>> >> >> >>>>>>>>> >> >> >>>>>>>> >> >> >>>>>>> >> >> >>>>>> >> >> >>>>> >> >> >>>> >> >> >>> >> >> >> >> >> >> >> >> > >> >> >> > >> > >> > >