I like Eric's system. it is a hybrid of what everyone wants. On Wed, Jun 24, 2009 at 10:37 AM, eric drewes <figarus@xxxxxxxxx> wrote: > as do all men (and some women) > > > On Wed, Jun 24, 2009 at 1:33 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> I wish women felt the same about relationships. >> >> >> On Wed, Jun 24, 2009 at 12:30 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> i guess a better way to say it is, i am all about value and bang for the >>> buck. i am for making things complex and intricate - as long as adding that >>> complexity provides more depth and fun. if its just complex for the sake of >>> making things more complex, i just dont see the point... >>> >>> >>> On Wed, Jun 24, 2009 at 1:26 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>> >>>> "we should make it as simple as possible and i am for simplicity for the >>>> record" >>>> You guys have no idea how true this is. You wouldn't believe the ideas >>>> and systems I had to rethink when coming up with a basic combat design. >>>> >>>> >>>> >>>> On Wed, Jun 24, 2009 at 12:21 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>> >>>>> no problem :P hehe... yeah if it was an arcade game i would be in total >>>>> agreement that we should make it as simple as possible and i am for >>>>> simplicity for the record - as long as its not at the cost of versatility >>>>> >>>>> >>>>> On Wed, Jun 24, 2009 at 1:15 PM, katie cook <ktmcook@xxxxxxxxx> wrote: >>>>> >>>>>> My bad E =P I have had no idea really how far/deep you guys were >>>>>> wanting to go (hence me saying I wasn't for sure. I though I caught a >>>>>> while >>>>>> back you guys mentioning launch on XBLA and I just got arcade in my head. >>>>>> Thanks for the clarification E. >>>>>> >>>>>> With my new understanding of the game =), I am on board with all the >>>>>> previously mentioned scenarious on abilities for jumping/armor, etc. Not >>>>>> that I wasn't before, I was just slightly concerned about overthinking >>>>>> simplistics. >>>>>> >>>>>> --- On *Wed, 6/24/09, eric drewes <figarus@xxxxxxxxx>* wrote: >>>>>> >>>>>> >>>>>> From: eric drewes <figarus@xxxxxxxxx> >>>>>> Subject: [project1dev] Re: Project1 - SVN Update 270 >>>>>> To: project1dev@xxxxxxxxxxxxx >>>>>> Date: Wednesday, June 24, 2009, 6:27 AM >>>>>> >>>>>> >>>>>> 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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=crysalim@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>> >>> From: Chris Riccobono >>>>>>>>>>> >>> <crysalim@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=crysalim@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> Subject: [project1dev] Re: Project1 - SVN Update 270 >>>>>>>>>>> >>> To: >>>>>>>>>>> >>> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx> >>>>>>>>>>> >>> Date: Tuesday, June 23, 2009, 9:46 PM >>>>>>>>>>> >>> >>>>>>>>>>> >>> 5 different jump levels is going to complicate things a bit >>>>>>>>>>> more than >>>>>>>>>>> >>> we want. Try to keep in mind that the ideal is to make the >>>>>>>>>>> game more >>>>>>>>>>> >>> fun. Ask yourself, will 5 different jumps enhance the game >>>>>>>>>>> enough to >>>>>>>>>>> >>> warrant the amount of coding, designing, and bug testing they >>>>>>>>>>> will >>>>>>>>>>> >>> require? >>>>>>>>>>> >>> >>>>>>>>>>> >>> To reiterate what I tried to stress early on, we want the >>>>>>>>>>> game to be >>>>>>>>>>> >>> as fun as possible, as simply as possible. Having a complex >>>>>>>>>>> game is >>>>>>>>>>> >>> great if it enhances the experience, but if it doesn't, it >>>>>>>>>>> becomes a >>>>>>>>>>> >>> hinderance - just another game, in other words. >>>>>>>>>>> >>> >>>>>>>>>>> >>> To give you a specific example, your idea about armor making >>>>>>>>>>> you >>>>>>>>>>> >>> slower and jump shorter will generally make players avoid >>>>>>>>>>> doing that >>>>>>>>>>> >>> in any instance they can. In action based games, skilled >>>>>>>>>>> players will >>>>>>>>>>> >>> go towards what is as fast and damaging as possible, and will >>>>>>>>>>> avoid >>>>>>>>>>> >>> things like that on purpose. >>>>>>>>>>> >>> >>>>>>>>>>> >>> Also, having injuries slow you down will make players feel >>>>>>>>>>> like they >>>>>>>>>>> >>> can't be damaged. For things like this you want to flip the >>>>>>>>>>> tables, >>>>>>>>>>> >>> and instead create armor that gives players more speed, but >>>>>>>>>>> they take >>>>>>>>>>> >>> more damage. It might seem like a small thing, but in the >>>>>>>>>>> eyes of a >>>>>>>>>>> >>> player it can make a huge difference in gameplay. >>>>>>>>>>> >>> >>>>>>>>>>> >>> Basically ask yourself if you would play the game and have >>>>>>>>>>> fun doing >>>>>>>>>>> >>> the things you imagine. >>>>>>>>>>> >>> >>>>>>>>>>> >>> >>>>>>>>>>> >>> >>>>>>>>>>> >>> On Tue, Jun 23, 2009 at 6:14 PM, Alan Wolfe< >>>>>>>>>>> alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> > you know the kind of cool thing about this too >>>>>>>>>>> >>> > >>>>>>>>>>> >>> > we could actually make situations that you couldn't escape >>>>>>>>>>> from, and >>>>>>>>>>> >>> > have >>>>>>>>>>> >>> > things like pits that when you fall into them you die >>>>>>>>>>> instantly and >>>>>>>>>>> >>> > return >>>>>>>>>>> >>> > to the void. >>>>>>>>>>> >>> > >>>>>>>>>>> >>> > those are really mean (literally!) features but if we use >>>>>>>>>>> them sparingly >>>>>>>>>>> >>> > or >>>>>>>>>>> >>> > in some kind of "i told you not to look in the box" >>>>>>>>>>> situations that >>>>>>>>>>> >>> > could be >>>>>>>>>>> >>> > actually pretty funny. >>>>>>>>>>> >>> > >>>>>>>>>>> >>> > im not sure if you are down with it, but it would bring a >>>>>>>>>>> feeling of >>>>>>>>>>> >>> > mortality :P >>>>>>>>>>> >>> > >>>>>>>>>>> >>> > ps i'll add the previous ideas to the wiki once i get home >>>>>>>>>>> if no one >>>>>>>>>>> >>> > else >>>>>>>>>>> >>> > has by then. I dont mind but just can't right now :P >>>>>>>>>>> >>> > On Tue, Jun 23, 2009 at 5:44 PM, eric drewes < >>>>>>>>>>> figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >> >>>>>>>>>>> >>> >> yes - harsh but like i said, its an emergency only option >>>>>>>>>>> to be as a >>>>>>>>>>> >>> >> last >>>>>>>>>>> >>> >> resort... i think any other way of doing it will allow too >>>>>>>>>>> many holes >>>>>>>>>>> >>> >> for >>>>>>>>>>> >>> >> exploits (such as exp or item farming, etc) >>>>>>>>>>> >>> >> >>>>>>>>>>> >>> >> On Tue, Jun 23, 2009 at 8:43 PM, Alan Wolfe < >>>>>>>>>>> alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >> wrote: >>>>>>>>>>> >>> >>> >>>>>>>>>>> >>> >>> so would you lose all exp, gold and items gained then? >>>>>>>>>>> >>> >>> On Tue, Jun 23, 2009 at 5:41 PM, eric drewes < >>>>>>>>>>> figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>> wrote: >>>>>>>>>>> >>> >>>> >>>>>>>>>>> >>> >>>> yeah i think that is what we';ll do, you can recall to >>>>>>>>>>> the void at >>>>>>>>>>> >>> >>>> any >>>>>>>>>>> >>> >>>> time but it effectively just restores a saved game so >>>>>>>>>>> you gain no >>>>>>>>>>> >>> >>>> benefit to >>>>>>>>>>> >>> >>>> it. We'll make this sort of a last ditch option, so >>>>>>>>>>> we'll try to >>>>>>>>>>> >>> >>>> design it >>>>>>>>>>> >>> >>>> so people never have to use it under normal >>>>>>>>>>> circumstances >>>>>>>>>>> >>> >>>> >>>>>>>>>>> >>> >>>> On Tue, Jun 23, 2009 at 8:39 PM, Alan Wolfe < >>>>>>>>>>> alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>> wrote: >>>>>>>>>>> >>> >>>>> >>>>>>>>>>> >>> >>>>> no, im just here to poke holes in your ideas <g> >>>>>>>>>>> >>> >>>>> >>>>>>>>>>> >>> >>>>> jk but no im not sure... other than perhaps the player >>>>>>>>>>> can return to >>>>>>>>>>> >>> >>>>> the void at any time, and the cost is that you've lost >>>>>>>>>>> all the time >>>>>>>>>>> >>> >>>>> you've >>>>>>>>>>> >>> >>>>> taken to progress to where you are (ie you have to walk >>>>>>>>>>> back) >>>>>>>>>>> >>> >>>>> On Tue, Jun 23, 2009 at 5:38 PM, eric drewes < >>>>>>>>>>> figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>>> wrote: >>>>>>>>>>> >>> >>>>>> >>>>>>>>>>> >>> >>>>>> wait i take that back, i'll have to think of a real >>>>>>>>>>> solution. any >>>>>>>>>>> >>> >>>>>> ideas? >>>>>>>>>>> >>> >>>>>> >>>>>>>>>>> >>> >>>>>> On Tue, Jun 23, 2009 at 8:35 PM, Alan Wolfe < >>>>>>>>>>> alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>>>> wrote: >>>>>>>>>>> >>> >>>>>>> >>>>>>>>>>> >>> >>>>>>> ok >>>>>>>>>>> >>> >>>>>>> >>>>>>>>>>> >>> >>>>>>> is recall always going to be available? >>>>>>>>>>> >>> >>>>>>> On Tue, Jun 23, 2009 at 5:35 PM, eric drewes < >>>>>>>>>>> figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>> >>>>>>>>>>> >>> >>>>>>>> recall >>>>>>>>>>> >>> >>>>>>>> >>>>>>>>>>> >>> >>>>>>>> On Tue, Jun 23, 2009 at 8:33 PM, Alan Wolfe >>>>>>>>>>> >>> >>>>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>> ok sounds good. the lax attitude and not needing >>>>>>>>>>> perfection >>>>>>>>>>> >>> >>>>>>>>> will >>>>>>>>>>> >>> >>>>>>>>> make it alot easier to test and build. We'll just >>>>>>>>>>> have to make >>>>>>>>>>> >>> >>>>>>>>> sure and >>>>>>>>>>> >>> >>>>>>>>> keep that in mind when designing things. >>>>>>>>>>> >>> >>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>> actually i think we will probably still have to do >>>>>>>>>>> a lot of >>>>>>>>>>> >>> >>>>>>>>> testing >>>>>>>>>>> >>> >>>>>>>>> with the various jumps to make sure people can't >>>>>>>>>>> get somewhere >>>>>>>>>>> >>> >>>>>>>>> they arent >>>>>>>>>>> >>> >>>>>>>>> meant to be that they cant get out of - ie i can >>>>>>>>>>> enter this >>>>>>>>>>> >>> >>>>>>>>> level 3 jump >>>>>>>>>>> >>> >>>>>>>>> area but i can't escape. >>>>>>>>>>> >>> >>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>> what's your thoughts on that situation? >>>>>>>>>>> >>> >>>>>>>>> On Tue, Jun 23, 2009 at 5:29 PM, eric drewes < >>>>>>>>>>> figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>> well 2 things... >>>>>>>>>>> >>> >>>>>>>>>> 1 - i am comfortable with the testing, i think >>>>>>>>>>> it'll add a lot >>>>>>>>>>> >>> >>>>>>>>>> to >>>>>>>>>>> >>> >>>>>>>>>> the game - what do you guys think? >>>>>>>>>>> >>> >>>>>>>>>> 2 - alan i would really say we'd only need to test >>>>>>>>>>> for 2 things >>>>>>>>>>> >>> >>>>>>>>>> - >>>>>>>>>>> >>> >>>>>>>>>> the ability for level 2 to get past areas that >>>>>>>>>>> have no >>>>>>>>>>> >>> >>>>>>>>>> non-jumping route >>>>>>>>>>> >>> >>>>>>>>>> through and to make sure tier 5 people can't >>>>>>>>>>> exploit anything >>>>>>>>>>> >>> >>>>>>>>>> we don't want >>>>>>>>>>> >>> >>>>>>>>>> them too... i would say if a tier 3 person can >>>>>>>>>>> find a way to >>>>>>>>>>> >>> >>>>>>>>>> get over >>>>>>>>>>> >>> >>>>>>>>>> something designed as a secret for level 4 people, >>>>>>>>>>> then that is >>>>>>>>>>> >>> >>>>>>>>>> ok w/ me, >>>>>>>>>>> >>> >>>>>>>>>> and likewise with level 4 getting to level 5 >>>>>>>>>>> areas. if they >>>>>>>>>>> >>> >>>>>>>>>> can find a way >>>>>>>>>>> >>> >>>>>>>>>> to overcome the handicap, i dont want to stop them >>>>>>>>>>> :) >>>>>>>>>>> >>> >>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>> On Tue, Jun 23, 2009 at 8:25 PM, Alan Wolfe >>>>>>>>>>> >>> >>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>> and of course another option is we just design it >>>>>>>>>>> where fine >>>>>>>>>>> >>> >>>>>>>>>>> tuned details like that aren't important >>>>>>>>>>> >>> >>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>> like if you can jump it instead of having to get >>>>>>>>>>> a rope and >>>>>>>>>>> >>> >>>>>>>>>>> climb >>>>>>>>>>> >>> >>>>>>>>>>> up, who cares! >>>>>>>>>>> >>> >>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>> but shrug just wanted to point out this aspect of >>>>>>>>>>> the >>>>>>>>>>> >>> >>>>>>>>>>> solution! >>>>>>>>>>> >>> >>>>>>>>>>> On Tue, Jun 23, 2009 at 5:17 PM, Alan Wolfe >>>>>>>>>>> >>> >>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>> I like the idea. It deffinately makes thigns >>>>>>>>>>> more >>>>>>>>>>> >>> >>>>>>>>>>>> exploration >>>>>>>>>>> >>> >>>>>>>>>>>> based since we could put places that you can't >>>>>>>>>>> get to while >>>>>>>>>>> >>> >>>>>>>>>>>> starting out >>>>>>>>>>> >>> >>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>> This isn't a deal breaker but i want to point >>>>>>>>>>> out this will >>>>>>>>>>> >>> >>>>>>>>>>>> increase testing and designing time: >>>>>>>>>>> >>> >>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>> * all maps will have to be played with the >>>>>>>>>>> highest jump level >>>>>>>>>>> >>> >>>>>>>>>>>> to >>>>>>>>>>> >>> >>>>>>>>>>>> make sure they cant exploit anything they >>>>>>>>>>> shouldn't be able >>>>>>>>>>> >>> >>>>>>>>>>>> to >>>>>>>>>>> >>> >>>>>>>>>>>> * all maps will have to played with the lowest >>>>>>>>>>> jump level to >>>>>>>>>>> >>> >>>>>>>>>>>> make sure the minimum we want passable is >>>>>>>>>>> passable >>>>>>>>>>> >>> >>>>>>>>>>>> * for maps which have a specific jump >>>>>>>>>>> requirement areas (ie >>>>>>>>>>> >>> >>>>>>>>>>>> level 3 lets you get to this area) we'll have to >>>>>>>>>>> play with >>>>>>>>>>> >>> >>>>>>>>>>>> that level as >>>>>>>>>>> >>> >>>>>>>>>>>> well as the next level down to make sure the one >>>>>>>>>>> below can't >>>>>>>>>>> >>> >>>>>>>>>>>> get up too. >>>>>>>>>>> >>> >>>>>>>>>>>> On Tue, Jun 23, 2009 at 5:11 PM, eric drewes >>>>>>>>>>> >>> >>>>>>>>>>>> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx> >>>>>>>>>>> > >>>>>>>>>>> >>> >>>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>> what do you guys think of that scale? that way >>>>>>>>>>> we dont have >>>>>>>>>>> >>> >>>>>>>>>>>>> to >>>>>>>>>>> >>> >>>>>>>>>>>>> guess when we design and we have a baseline >>>>>>>>>>> standard >>>>>>>>>>> >>> >>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 7:58 PM, eric drewes >>>>>>>>>>> >>> >>>>>>>>>>>>>> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>> and a voice spoke from the mountain tops, >>>>>>>>>>> "and let it be >>>>>>>>>>> >>> >>>>>>>>>>>>>>> spoken, there shall be 5 different tiers of >>>>>>>>>>> jumping >>>>>>>>>>> >>> >>>>>>>>>>>>>>> ability, one for hardly >>>>>>>>>>> >>> >>>>>>>>>>>>>>> any jump at all, the next for between the >>>>>>>>>>> current jump and >>>>>>>>>>> >>> >>>>>>>>>>>>>>> the previous >>>>>>>>>>> >>> >>>>>>>>>>>>>>> levels not-really-a-jump, the third is what >>>>>>>>>>> is there now, >>>>>>>>>>> >>> >>>>>>>>>>>>>>> the fourth for a >>>>>>>>>>> >>> >>>>>>>>>>>>>>> jump equal to 1.5x as high/far as the 3rd and >>>>>>>>>>> a fifth that >>>>>>>>>>> >>> >>>>>>>>>>>>>>> is triple the >>>>>>>>>>> >>> >>>>>>>>>>>>>>> normal jump - this will be reserved for >>>>>>>>>>> special facet, >>>>>>>>>>> >>> >>>>>>>>>>>>>>> item boosts or a max >>>>>>>>>>> >>> >>>>>>>>>>>>>>> 100 quickness bonus. >>>>>>>>>>> >>> >>>>>>>>>>>>>>> basically it is like this: >>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 1) barely a jump at all, this will be >>>>>>>>>>> for incredibly >>>>>>>>>>> >>> >>>>>>>>>>>>>>> fat characters (w/ the fat facet) people with >>>>>>>>>>> super heavy >>>>>>>>>>> >>> >>>>>>>>>>>>>>> armor that they >>>>>>>>>>> >>> >>>>>>>>>>>>>>> aren't strong enough to wear, incredibly >>>>>>>>>>> injured people, >>>>>>>>>>> >>> >>>>>>>>>>>>>>> people with snake >>>>>>>>>>> >>> >>>>>>>>>>>>>>> torsos, etc :-P >>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 2) this is what people wearing >>>>>>>>>>> plate/heavy chain >>>>>>>>>>> >>> >>>>>>>>>>>>>>> armor, >>>>>>>>>>> >>> >>>>>>>>>>>>>>> or have relatively strong long injuries, etc. >>>>>>>>>>> etc. will >>>>>>>>>>> >>> >>>>>>>>>>>>>>> have >>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 3) most characters will have this jump, >>>>>>>>>>> traps, etc. >>>>>>>>>>> >>> >>>>>>>>>>>>>>> should be designed with this as the minimum - >>>>>>>>>>> though >>>>>>>>>>> >>> >>>>>>>>>>>>>>> basically we want it to >>>>>>>>>>> >>> >>>>>>>>>>>>>>> be a challenge for level 3 people. some >>>>>>>>>>> areas can be >>>>>>>>>>> >>> >>>>>>>>>>>>>>> designed so it's >>>>>>>>>>> >>> >>>>>>>>>>>>>>> inaccessible without level 4 though, but >>>>>>>>>>> nothing vital to >>>>>>>>>>> >>> >>>>>>>>>>>>>>> passing the map - >>>>>>>>>>> >>> >>>>>>>>>>>>>>> also, traps/jump areas that aren't accessible >>>>>>>>>>> except >>>>>>>>>>> >>> >>>>>>>>>>>>>>> through jumping should >>>>>>>>>>> >>> >>>>>>>>>>>>>>> use level 2 as a minimum. >>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 4) super athletic character with light >>>>>>>>>>> or no armor >>>>>>>>>>> >>> >>>>>>>>>>>>>>> will >>>>>>>>>>> >>> >>>>>>>>>>>>>>> have this, they can reach special areas the >>>>>>>>>>> other 3 levels >>>>>>>>>>> >>> >>>>>>>>>>>>>>> can't, jump >>>>>>>>>>> >>> >>>>>>>>>>>>>>> puzzles should be easier for level 4 >>>>>>>>>>> >>> >>>>>>>>>>>>>>> level 5) these characters are magically >>>>>>>>>>> imbued or have >>>>>>>>>>> >>> >>>>>>>>>>>>>>> super >>>>>>>>>>> >>> >>>>>>>>>>>>>>> humanly agility, maybe they have little >>>>>>>>>>> wings, etc. by >>>>>>>>>>> >>> >>>>>>>>>>>>>>> passable traps, areas >>>>>>>>>>> >>> >>>>>>>>>>>>>>> that can only be reached via long distance >>>>>>>>>>> travel, etc >>>>>>>>>>> >>> >>>>>>>>>>>>>>> these characters have >>>>>>>>>>> >>> >>>>>>>>>>>>>>> a big advantage on all jumping matters. >>>>>>>>>>> >>> >>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 7:29 PM, Kent >>>>>>>>>>> Petersen >>>>>>>>>>> >>> >>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=kentkmp@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>> Man, that sounds awful. At least we have >>>>>>>>>>> learned these >>>>>>>>>>> >>> >>>>>>>>>>>>>>>> lessons and now know how to prevent them >>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 4:26 PM, Alan Wolfe >>>>>>>>>>> >>> >>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> btw line rider had the same issues tee hee >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> In line rider, people were exploiting a >>>>>>>>>>> simple physics >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> simulation to do tricks like gravity wells >>>>>>>>>>> and nose >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> grinds and other stuff. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> when we made the commercial version of the >>>>>>>>>>> game we had >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> to >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> make sure all the tricks were still >>>>>>>>>>> possible and we >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> brought in tech dawg to >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> play it and make sure everything was still >>>>>>>>>>> kosher. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> the parts that sucked - whenever we >>>>>>>>>>> optomized something >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> in >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> the game it would break all existing test >>>>>>>>>>> maps we had >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> made so we had to wait >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> til the very end of the game to make the >>>>>>>>>>> puzzle maps. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> also, since the DS, Wii and PC all have >>>>>>>>>>> different >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> floating >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> point math chips in them (and ds had diff >>>>>>>>>>> code), maps >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> wouldn't work the same >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> on all the different platforms so we had to >>>>>>>>>>> keep sharing >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> to be on the same >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> platform it was created on. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:50 PM, Alan Wolfe >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> its ok man ::shakes you:: the wars over, >>>>>>>>>>> nixon is outa >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> office now >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:48 PM, Kent >>>>>>>>>>> Petersen >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=kentkmp@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> *Kent is having megaman flashbacks* >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:47 PM, Alan >>>>>>>>>>> Wolfe >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> indeed! I'm going to re-iterate what >>>>>>>>>>> you said Kent >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> just >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> so people understand the importance >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> we should figure out how high / far we >>>>>>>>>>> want the >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> player >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> to be able to jump and how strong >>>>>>>>>>> gravity should be >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> muey importante~! >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> once we decide we can't change without >>>>>>>>>>> having to >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> rebuild >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> and rebalance any existing physics >>>>>>>>>>> dependant maps (ie >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> skill jumps, gaps that >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> the player should or should not be able >>>>>>>>>>> to jump over >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> etc) which is a total >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> pain and could really be really really >>>>>>>>>>> destructive to >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> our game having to >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> rebuild and rebalance a whole bunch of >>>>>>>>>>> crap later. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> So, lookin at you Eric, we should talk >>>>>>>>>>> about >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> finalizing. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> Is there anything specifically you for >>>>>>>>>>> sure want the >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> player to be able to do? IE jump >>>>>>>>>>> across a certain >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> distance, jump over a >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> certain hight object etc >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:31 PM, Kent >>>>>>>>>>> Petersen >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=kentkmp@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> What did you want to do for the first >>>>>>>>>>> trap? I >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> imagined >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> that there would be 5 or so different >>>>>>>>>>> looking tiles. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> Then there would be one >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> correct kind of tile (not the diamond). >>>>>>>>>>> Then the >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> player would have to jump >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> about through the tiles to the correct >>>>>>>>>>> ones. I >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> figured it would work >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> similarly to the ones that were on >>>>>>>>>>> kenttest. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> What's your thoughts on that? >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> Before you get to into designing the >>>>>>>>>>> temple I would >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> highly suggest that we nail down player >>>>>>>>>>> control and >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> jumping physics. Let me >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> warn you from experience, if we change >>>>>>>>>>> how any of >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> that works your temple >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> will become obsolete. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 3:25 PM, Kent >>>>>>>>>>> Petersen >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> <kentkmp@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=kentkmp@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> Been really busy today and will >>>>>>>>>>> probably be busy >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> the >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> next couple days. I would suggest >>>>>>>>>>> leaving the trap >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> areas open for now. If >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> you are willing to push on anyway and >>>>>>>>>>> have specific >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> questions, send em my >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> way and I will be happy to help out >>>>>>>>>>> when I get a >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> chance. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 2:23 PM, Alan >>>>>>>>>>> Wolfe >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> Man that's awesome >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Jun 23, 2009 at 2:16 PM, >>>>>>>>>>> Apache User >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> <dhapache@xxxxxxxxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=dhapache@xxxxxxxxxxxxxxxxxxx>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> User:rorac >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> Message: Expanded a little on >>>>>>>>>>> templemap, added >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> template code as per Kent's >>>>>>>>>>> advisement. >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> Need a sign (next room is diamond >>>>>>>>>>> path). Kent, I >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> will need your help to help build >>>>>>>>>>> that part and >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> begin putting traps in the >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> hallway (first right = first trap >>>>>>>>>>> area). >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> <Files Changed> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> U Scripts/Maps/templemap.lua >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> A >>>>>>>>>>> Scripts/Maps/templemap_geometry.lua >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>>>> >>>>>>>>>>> >>> >> ;>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>>> >>>>>>>>>>> >>> >>>>>>>>> >>>>>>>>>>> >>> >>>>>>>> >>>>>>>>>>> >>> >>>>>>> >>>>>>>>>>> >>> >>>>>> >>>>>>>>>>> >>> >>>>> >>>>>>>>>>> >>> >>>> >>>>>>>>>>> >>> >>> >>>>>>>>>>> >>> >> >>>>>>>>>>> >>> > >>>>>>>>>>> >>> > >>>>>>>>>>> >>> >>>>>>>>>>> >>> >>>>>>>>>>> >> >>>>>>>>>>> >> >>>>>>>>>>> > >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >