ok and just another note... like nick and kent both said "we would give up using heavy armor for the extra speed and manueverability" well yeah- exactly, that is the point :) i want you to be able to make that decision on your own and not have it thrust upon you. I would make the same decision! having those kinds of options for customization is a major part of the design philosophy. On Wed, Jun 24, 2009 at 12:29 PM, eric drewes <figarus@xxxxxxxxx> wrote: > well the jump differences i gave were just examples that could be tweaked, > i.e. the athletic jump could be 2x or 3x whatever we decided to give them > over the normal. > > heavier armor - > > well let me start by saying the design is meant to keep most people from > using heavier armor, if you're exploring, you shouldnt be wearing full plate > or heavy chain armor, it is unrealistic. I am a fan of medium and light > armors being the de facto standard but giving people who WANT heavy armor to > use it if they desire. > > Heavy armor would absorb damage from attacks, the main advantage to heavy > armor being that it protects better in combat. People can decide whether to > trade manueverability for the extra protection if they want, or maybe they > just wear heavy armor when going up against a particular boss or maybe > before going into a big battle with multiple foes and the extra protection > is worth the loss in dodging, etc.. basically, heavy armor is a special > case scenario and not something most characters will want to wear most of > the time, especially in exploration. The design is meant to LEAD people to > discover this on their own, so we're not forcing them to not wear heavy > armor all the time but we're making it beneficial for them not to. > > as far as removing armor, going through a trap, then putting it back on... > well like i said, i don't encourage players to use heavy armor during > exploration, if they want to go that route they can, but no one is forcing > them to. > > Also remember that heavier armor could be something you'd equip to party > members rather than the hero if you wanted a pure tank in your group, and > that would not affect manuevering. > > > On Wed, Jun 24, 2009 at 12:21 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> I was thinking there should be another tier for exploration's sake. In >> your example you mentioned athletic being 1.5x jump and magical being 3.0x >> jump. I was thinking there should be a middle ground to create more levels >> of advanced areas you can reach. If we design the game properly this can be >> avoided and not an issue. >> >> Heavier armor - What about out running enemies? In the cave our enemies >> chase down the player. If the player is wearing heavier armor he is just >> kinda fucked by comparison to someone wearing lighter armor and is better at >> avoiding enemies. A trade off would be taking less damage in combat but the >> player will most likely fight slower as well. >> >> What are the pros and cons to heavier armor? >> >> >> On Wed, Jun 24, 2009 at 9:15 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> Are there over-world benefits for wearing heavier? Such as resistance to >>> different traps? If no, what's to say a player won't remove armor for doing >>> maneuvers, then putting it back on to fight an enemy; such a case could get >>> tedious fairly quickly. >>> >>> >>> On Wed, Jun 24, 2009 at 11:10 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> just a quick clarification: >>>> >>>> 1) can't jump - only used to penalize people who wear armor they aren't >>>> strong enough for or for certain other special case scenarios >>>> >>>> 2) small jumping ability, used for injured players and players using >>>> plate armor >>>> >>>> 3) normal - the baseline we design for >>>> >>>> 4) extra-ordinary - this is for super athletic characters (or maybe >>>> special boots) that let you jump extra far, gives access to some special >>>> areas. >>>> >>>> 5) magically imbued - this is very rare special case scenario, i >>>> actually think this one is possibly superfluous and could probably be >>>> eliminated without losing much. >>>> >>>> the reasons for this is that people can understand their capabilities >>>> and limitations easily, there's less variables for them to understand and >>>> for us to design for, while still allowing a versatile system that benefits >>>> players who go with lighter armor or find special items that let them jump >>>> farther, etc. etc. >>>> >>>> On Wed, Jun 24, 2009 at 12:06 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>> >>>>> "I like Eric's system but I feel like there should be more than 5 >>>>> tiers. I was writing out a big counter point but in the end I convinced >>>>> myself that I like this method best. I think there should be a tier >>>>> between >>>>> 4 and 5. A tier where the player is better than most but not magically >>>>> imbued." >>>>> >>>>> well that was sort of the purpose for tier 4, to give something between >>>>> a normal person and someone who is magically imbued. that way there's a >>>>> clear distinction between normal and extraordinarily athletic >>>>> characters... >>>>> i personally think adding another tier between the two is ok but it >>>>> creates >>>>> another segment to design places for and i am not sure having 2 better >>>>> than >>>>> normal tiers is good bang for the buck... maybe some hypothetical examples >>>>> would help clear up the issue? >>>>> >>>>> >>>>> On Wed, Jun 24, 2009 at 12:00 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> I like Eric's system but I feel like there should be more than 5 >>>>>> tiers. I was writing out a big counter point but in the end I convinced >>>>>> myself that I like this method best. I think there should be a tier >>>>>> between >>>>>> 4 and 5. A tier where the player is better than most but not magically >>>>>> imbued. >>>>>> >>>>>> With the lax attitude of letting the player go where they want we can >>>>>> design difficult to access dungeons to require a reoccurring use of >>>>>> whatever >>>>>> skill is needed. For example if you need level 5 jump to access a secret >>>>>> dungeon then the secret dungeon should have parts in it that require the >>>>>> level 5 jump. That way if a player does get in there they will not be >>>>>> able >>>>>> to finish it. If they somehow find a way to exploit the system we could >>>>>> reward them. >>>>>> >>>>>> I don't see any major problems with having multiple jump levels. >>>>>> >>>>>> >>>>>> On Wed, Jun 24, 2009 at 8:21 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>> >>>>>>> >>>>>>> "Jumping is a stat based on quickness, facets, skills, armor, >>>>>>> injuries, and special scenario items/boosts/uses. As the player went >>>>>>> along >>>>>>> in the game, increased their stats, got facets, etc; their ability to >>>>>>> jump >>>>>>> would increase marginally rather than "look I suddenly jump higher". An >>>>>>> analog system would allow for extreme versatility without having to >>>>>>> measure >>>>>>> out specific jump levels. Getting injuries could slow you down in >>>>>>> minor/major degrees, rather than "will this injury drop me down a jump >>>>>>> level?" same goes for armor." >>>>>>> >>>>>>> the problem with this is... there's no clear tier for us to design >>>>>>> for, which means we're aiming at a moving target and there's no clear >>>>>>> "minimum" to design for, etc. All the problems chris brought up are >>>>>>> magnified 10x when there's no tier system. I actually picked the tier >>>>>>> system as a bridge between 1 jump level and a purely analogue system >>>>>>> for the >>>>>>> reasons i mentioned above. >>>>>>> >>>>>>> >>>>>>> On Wed, Jun 24, 2009 at 10:35 AM, Nick Klotz >>>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> I like to mix things up a little, but try to keep an open mind here! >>>>>>>> No levels of jumping! That's right, none. You can jump, that's it. >>>>>>>> >>>>>>>> Jumping is a stat based on quickness, facets, skills, armor, >>>>>>>> injuries, and special scenario items/boosts/uses. As the player went >>>>>>>> along >>>>>>>> in the game, increased their stats, got facets, etc; their ability to >>>>>>>> jump >>>>>>>> would increase marginally rather than "look I suddenly jump higher". >>>>>>>> An >>>>>>>> analog system would allow for extreme versatility without having to >>>>>>>> measure >>>>>>>> out specific jump levels. Getting injuries could slow you down in >>>>>>>> minor/major degrees, rather than "will this injury drop me down a jump >>>>>>>> level?" same goes for armor. >>>>>>>> >>>>>>>> Re: Redux. Yeah, back in Gemstone3 I was a master of the system and >>>>>>>> for my level was point-by-point the toughest warrior in the game. >>>>>>>> Gemstone4 >>>>>>>> changed the system and it became to fuzzy to learn (nobody would >>>>>>>> release the >>>>>>>> exact system either), and I wasn't about to test warriors from 0 to 30 >>>>>>>> for >>>>>>>> another year to try and figure it out. :\ >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> On Wed, Jun 24, 2009 at 8:27 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> i want to explicitely thank chris, alan and katie for offering the >>>>>>>>> counter points to my original thought, i really think having alternate >>>>>>>>> perspectives of things will allow us to fully explore elements of game >>>>>>>>> design like this and that it will ultimately deliver a better, more >>>>>>>>> intuitive and most importantly more FUN gaming experience. I do not >>>>>>>>> mind >>>>>>>>> debating the points as I have done below because frankly, if I cannot >>>>>>>>> defend >>>>>>>>> the game design philosophy then the system we're discussing is >>>>>>>>> probably >>>>>>>>> broken and i need to work on it some more. besides that, it has been >>>>>>>>> my experience in designing the combat with nick that when debating >>>>>>>>> ideas >>>>>>>>> like this it occasionally inspires great new ideas. I actually >>>>>>>>> consider >>>>>>>>> this to be a vital part of "pre-testing" so please, I encourage you to >>>>>>>>> continue offering your insights and perspectives! >>>>>>>>> >>>>>>>>> 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. >>>>>>>>> >>>>>>>>> - this is by design, we want to encourage people who are exploring >>>>>>>>> to use lighter armor, it makes no sense to go on a journey into a >>>>>>>>> mysterious >>>>>>>>> temple that is bound to have traps, puzzles, etc. in full plate >>>>>>>>> armor. We >>>>>>>>> want that style of armor to be reserved for people who accept the >>>>>>>>> penalty of >>>>>>>>> speed/jumping for the enhanced ability to take hits without getting >>>>>>>>> damage. >>>>>>>>> this is a player choice. >>>>>>>>> >>>>>>>>> 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. >>>>>>>>> >>>>>>>>> - also by design. We want players to feel like there are >>>>>>>>> concequences to being injured and it should be avoided as much as >>>>>>>>> possible. >>>>>>>>> There are penalties for being injured or dying - that is a major part >>>>>>>>> of the >>>>>>>>> combat design here. We are trying to break away from the constant >>>>>>>>> healing/ressurection that has been the common thread in most rpgs. >>>>>>>>> we're >>>>>>>>> trying to get away from the attrition system. more info on this below >>>>>>>>> >>>>>>>>> Basically ask yourself if you would play the game and have fun >>>>>>>>> doing >>>>>>>>> the things you imagine. >>>>>>>>> >>>>>>>>> - one of my favorite gaming experiences is america's army, and what >>>>>>>>> makes it so great and so immersive is that you are constantly in fear >>>>>>>>> of >>>>>>>>> your life so there is actual tension on the battle field, its not >>>>>>>>> like tf2 >>>>>>>>> where you run out, spam attacks and if you get killed, oh well, >>>>>>>>> respawn. I >>>>>>>>> love the idea of players figuring out the best strategies to stay >>>>>>>>> alive and >>>>>>>>> learning tactics and skills to do it. yes, it is a challenge - but >>>>>>>>> that is >>>>>>>>> what makes it so great! Another game I love, as alan pointed out, is >>>>>>>>> gemstone. Gemstone was ruthless with one shot kills, getting your leg >>>>>>>>> chopped off and not being able to climb stuff, etc. like there's >>>>>>>>> areas in >>>>>>>>> the game you have to take your armor off and be athletic enough to >>>>>>>>> jump in >>>>>>>>> order to make it over there. staying alive is a major part of that >>>>>>>>> game and >>>>>>>>> everytime you got hit, you would bleed and feel the effects of it. >>>>>>>>> as a >>>>>>>>> player you had to learn to adapt your skills and player style to >>>>>>>>> prevent >>>>>>>>> yourself from getting damaged as much as possible. this is a key >>>>>>>>> element to >>>>>>>>> the game design we are trying to go with. so to answer your question >>>>>>>>> - yes, >>>>>>>>> i think it'd be fun :P >>>>>>>>> >>>>>>>>> >>>>>>>>> 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. >>>>>>>>> >>>>>>>>> - this is an rpg, not an arcade game! :P the emphasis is on >>>>>>>>> exploration, not just going as quickly as you can to get to the next >>>>>>>>> level >>>>>>>>> (although you can if you so choose). what makes rpg's (and adventure >>>>>>>>> games) >>>>>>>>> fun for me is finding all the little secrets that are hidden all over >>>>>>>>> the >>>>>>>>> world. also, everyone is acting like 5 settings is so complex, >>>>>>>>> really the >>>>>>>>> first one is only for special case scenarios and isn't meant to be >>>>>>>>> used >>>>>>>>> during actual gameplay, and the 5th one is really only to serve as a >>>>>>>>> special >>>>>>>>> thing for use like spells, flying, etc. there are only 3 main ones, a >>>>>>>>> weak >>>>>>>>> jump for heavily armored players, a normal one for most people, and a >>>>>>>>> long >>>>>>>>> jump for people who choose to sacrifice armor for speed and >>>>>>>>> manueverability >>>>>>>>> >>>>>>>>> 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" >>>>>>>>> >>>>>>>>> -right, this is all an under the hood system. its funny because >>>>>>>>> when i write stories, etc. i try to keep things as close to the vest >>>>>>>>> because >>>>>>>>> i like the reader to be surprised, i like keeping a mystery and >>>>>>>>> something >>>>>>>>> for them to discover for themselves. this is also true in my game >>>>>>>>> design >>>>>>>>> philosophy, give players a ton of neat stuff they can find out for >>>>>>>>> themselves if they want to... the irony is, as a team we're ALL under >>>>>>>>> the >>>>>>>>> hood so i have to express all the hidden things to you guys so it can >>>>>>>>> get >>>>>>>>> made/discussed, but then everyone is like "oh that is overly >>>>>>>>> complicated >>>>>>>>> there's no reason for that!" without putting themselves in the shoes >>>>>>>>> of the >>>>>>>>> player who doesn't even know the system exists and that its just >>>>>>>>> there for >>>>>>>>> them to discover if they are curious and interested. >>>>>>>>> >>>>>>>>> 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. >>>>>>>>> >>>>>>>>> -i actually view it as a really simple system that allows for a lot >>>>>>>>> of neat versatility in game design and player strategy... something >>>>>>>>> that >>>>>>>>> allows for more skill based movement if people are interested because >>>>>>>>> i know >>>>>>>>> some crazy people (like nick) enjoy finding crazy challenges and >>>>>>>>> trying to >>>>>>>>> exploit gameplay tools to get into areas, etc. i think that is fun >>>>>>>>> and >>>>>>>>> great and should be part of our design. i picked 5 as the number so >>>>>>>>> there >>>>>>>>> would be differences between teh playing styles while keeping things >>>>>>>>> we >>>>>>>>> needed to design/test for to the minimum. >>>>>>>>> >>>>>>>>> okay so lets get down to brass tacks here (how much for the >>>>>>>>> monkey?) (3 adunai points to whoever gets the reference) >>>>>>>>> >>>>>>>>> IMO we have 2 options: >>>>>>>>> a) 2 jump system - 1 for armor too heavy for you (basically, >>>>>>>>> non-jumping) and 1 for normal. >>>>>>>>> pros: easier to design for, easier to test for, no need to think >>>>>>>>> about armor choices for the player beyond "is it too heavy?" >>>>>>>>> cons: less versatile, no differences between wearing >>>>>>>>> light/heavy/medium armor for adventurers, no hidden areas only >>>>>>>>> accessible by >>>>>>>>> people who invest and discover ways to jump farther. >>>>>>>>> >>>>>>>>> b) 5 jump system - as illustrated above >>>>>>>>> pros: more for the player to discover, another "tool" in our tool >>>>>>>>> box, gives extra strengths/weaknesses when picking armor and >>>>>>>>> character style >>>>>>>>> cons: harder to design/test, may baffle some characters. >>>>>>>>> >>>>>>>>> now obviously i am biased towards B (the 5 jump system) so my pitch >>>>>>>>> for it is, it'll be simpler in practice for the player/designer than >>>>>>>>> it may >>>>>>>>> seem to you right now, it's important for game balance between >>>>>>>>> heavy/light >>>>>>>>> armor, players can really just make sure they are at level 3 (normal) >>>>>>>>> and >>>>>>>>> they will be able to get through the entire game without worrying >>>>>>>>> about the >>>>>>>>> difference in jump so i think there is zero bafflement chance, and it >>>>>>>>> gives >>>>>>>>> us another neat tool for desiging exploration and hidden stuff in the >>>>>>>>> game. >>>>>>>>> >>>>>>>>> >>>>>>>>> I am definitely open-minded and can be convinced to go with A) - so >>>>>>>>> lets open it up to the forum and take a little poll and if you want >>>>>>>>> to post >>>>>>>>> comments/thoughts/ideas - then it'll give us more information to make >>>>>>>>> a good >>>>>>>>> and intelligent decision. >>>>>>>>> >>>>>>>>> :) >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> On Wed, Jun 24, 2009 at 7:55 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> i didnt have time to read everythign yet but basically here is my >>>>>>>>>> take... >>>>>>>>>> level 1 is basically a "your character is broken level" and doesnt >>>>>>>>>> need to be designed for, its basically a penalty thing we can use. >>>>>>>>>> it is >>>>>>>>>> the extreme >>>>>>>>>> >>>>>>>>>> level 2 is needed to differentiate heavy armor from light armor >>>>>>>>>> >>>>>>>>>> level 3 is what we will design for, it is "normal" >>>>>>>>>> >>>>>>>>>> level 4 is to sepparate quick characters with ultra light armor >>>>>>>>>> from people wearing normal armor >>>>>>>>>> >>>>>>>>>> level 5 is a special case scenario type of thing >>>>>>>>>> >>>>>>>>>> we're basically just designing the game for level 3, with maybe a >>>>>>>>>> small amount of special case scenario areas for level 4/5 (like >>>>>>>>>> under 2-3 >>>>>>>>>> per chapter) >>>>>>>>>> >>>>>>>>>> i really don't think that it is overly complicated at all and this >>>>>>>>>> will be a SUBTLE thing, i.e. again, most of the things like this are >>>>>>>>>> only >>>>>>>>>> designed for people who want the bonus, but dont have to have it >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Wed, Jun 24, 2009 at 3:01 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx >>>>>>>>>> > wrote: >>>>>>>>>> >>>>>>>>>>> yeah actually thats a good point, i remember playin zelda and you >>>>>>>>>>> see objects which are obviously repeated (ie black rocks in link to >>>>>>>>>>> the >>>>>>>>>>> past, or the docks in zelda 1 etc) and knowing "there is something >>>>>>>>>>> up with >>>>>>>>>>> those" but you dont know til you have the item. I forgot about >>>>>>>>>>> that, that >>>>>>>>>>> was kinda fun gameplay :P >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Tue, Jun 23, 2009 at 10:47 PM, Chris Riccobono < >>>>>>>>>>> crysalim@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>>> Yeah, that's part of the fun of Zelda and Metroid style games... >>>>>>>>>>>> getting those items that make you able to do things you didn't >>>>>>>>>>>> predict were >>>>>>>>>>>> possible, so then the player wonders what cool thing is gonna come >>>>>>>>>>>> out next >>>>>>>>>>>> :) >>>>>>>>>>>> That's a pretty cool idea for introducing game mechanics.. the >>>>>>>>>>>> player doesn't know about them at all in the game until they >>>>>>>>>>>> actually get >>>>>>>>>>>> the item for it. >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Tue, Jun 23, 2009 at 10:40 PM, Alan Wolfe < >>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> yeah totally i agree with you. >>>>>>>>>>>>> >>>>>>>>>>>>> we were talkin about this before, we were saying having lots of >>>>>>>>>>>>> optional things to discover in a game makes it seem bigger >>>>>>>>>>>>> because we don't >>>>>>>>>>>>> advertise what the "edges" are. >>>>>>>>>>>>> >>>>>>>>>>>>> so yeah totally, if we advertise there are 5 jump levels it >>>>>>>>>>>>> ruins the magic, but if the player discovers "wtf i jump higher >>>>>>>>>>>>> now?" they >>>>>>>>>>>>> might try to see just how high they can jump. Maybe they get to >>>>>>>>>>>>> level 4 and >>>>>>>>>>>>> never cap out at level 5, as far as they know the sky is the >>>>>>>>>>>>> limit even >>>>>>>>>>>>> though they are almost at the cieling hehe. >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> On Tue, Jun 23, 2009 at 10:36 PM, Chris Riccobono < >>>>>>>>>>>>> crysalim@xxxxxxxxx> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> 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 >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >> ;>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>>> >>>>>>>>>>>>>> >>> >>>>>>> >>>>>>>>>>>>>> >>> >>>>>> >>>>>>>>>>>>>> >>> >>>>> >>>>>>>>>>>>>> >>> >>>> >>>>>>>>>>>>>> >>> >>> >>>>>>>>>>>>>> >>> >> >>>>>>>>>>>>>> >>> > >>>>>>>>>>>>>> >>> > >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>> >>> >>>>>>>>>>>>>> >> >>>>>>>>>>>>>> >> >>>>>>>>>>>>>> > >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >