I like respawn. Contra III style. You die: BACK IN THE ACTION!!! No BS. But seriously, I don't think it fits with the paradigm of our goals for this game. On Thu, Jun 25, 2009 at 9:35 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote: > I concur, I'm not into respawn. I like having to try to stay alive, and > if you die you’re team lacks your assistance for the rest of the round. > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes > *Sent:* Thursday, June 25, 2009 7:30 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: Project1 - SVN Update 270 > > > > Comparing America's Army to TF2, you either have to think about how to > stay alive, or how to kill more efficiently. I wouldn't go as far to > call it apples and oranges, but they are pretty different, and people > can find fun in either one (or only one) > > My personal fun comes from finding out how to kill more efficiently, > which can actually help you stay alive longer as a bonus. > > > > i would call AA to TF2 apples to oranges, two different styles of gameplay > altogether, even in arena mode. believe me, there will be plenty of meat > for you to sink your teeth into as far as finding ways to efficiently kill > things. > > and if i can be honest about the healing/health system - frankly, i cannot > stand the constant healing and having 9000 hp, etc. in rpgs. thats why i am > working to innovate and replace it with a different system that i think will > ultimately be more fun :) > > On Thu, Jun 25, 2009 at 9:46 AM, eric drewes <figarus@xxxxxxxxx> wrote: > > basically it seems to me that everyone's argument is "but I want to be able > to jump far!" because we're just looking only at the jumping issue. > Overall, the game will be balanced to make heavy armor desirable for some > circumstances, and some people may be willing to sacrifice being able to > jump stuff to get that extra protection. > > I really think you guys aren't looking at the overall picture. this isn't > a jumping game. being able to jump far is not a requirement for beating the > game. heavy armor will have advantages in other systems to offset not being > able to jump as far. just because YOU currently do not think you would use > heavy armor doesn't mean we should eliminate it for the people who may be > interested in using it all the time or in certain circumstances. > > On Thu, Jun 25, 2009 at 9:42 AM, eric drewes <figarus@xxxxxxxxx> wrote: > > well heavy armor isn't just for the hero and no one is forced to use it for > the main character, i don't want to just eliminate it because we wouldnt > want to use it. I think its best to give the players the option to decide > how they want to play without us dictating how we think their character > should be - the design is meant to lead people into making their own > decisions about what they want to do. > > On Thu, Jun 25, 2009 at 2:40 AM, Chris Riccobono <crysalim@xxxxxxxxx> > wrote: > > After reading the rest of the thread: > > Nick's point about taking off heavy armor is a very good one. Sure, > we can leave that in and let people do that, but we could also leave > that out and dedicate more time to other stuff that players will end > up using. > > If we can figure out what players will like to use and what they > won't, we're going to have that much better of a game! > > > > On Wed, Jun 24, 2009 at 11:13 AM, eric drewes<figarus@xxxxxxxxx> wrote: > > cool, i think it is a good compromise :) also, i understand your concern > w/ > > wanting an additional tier but maybe we can play with the jump distances > for > > traps and solve it that way. > > > > in retrospect and upon further review i think that the super jump would > be > > better at least 2x to create a distinct separation from normal jumping. > > > > On Wed, Jun 24, 2009 at 2:01 PM, Kent Petersen <kentkmp@xxxxxxxxx> > wrote: > >> > >> 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> > >>>>>>>> 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 > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >> ;>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>>> > >>>>>>>>>>>>> >>> >>>>>>> > >>>>>>>>>>>>> >>> >>>>>> > >>>>>>>>>>>>> >>> >>>>> > >>>>>>>>>>>>> >>> >>>> > >>>>>>>>>>>>> >>> >>> > >>>>>>>>>>>>> >>> >> > >>>>>>>>>>>>> >>> > > >>>>>>>>>>>>> >>> > > >>>>>>>>>>>>> >>> > >>>>>>>>>>>>> >>> > >>>>>>>>>>>>> >> > >>>>>>>>>>>>> >> > >>>>>>>>>>>>> > > >>>>>>>>>>>>> > >>>>>>>>>>>> > >>>>>>>>>>> > >>>>>>>>>> > >>>>>>>>> > >>>>>>>> > >>>>>>>> > >>>>>>> > >>>>>> > >>>>> > >>>> > >>> > >> > > > > > > > > > > > > ------------------------------ > > > > ******************************************************************************************************************************************************************* > > This e-mail is the property of Oakley Inc. It is intended only for the > person or entity to which it is addressed and may contain information that > is privileged, confidential, or otherwise protected from disclosure. > Distribution or copying of this e-mail, or the information contained herein, > to anyone other than the intended recipient is prohibited. >