yep, i really like heavy armor for some situations - wars, big battles, dispatching of villagers :P etc. etc. etc. and have some awesome plans for it... i just can't stand how in FF (even ff6/3) everyone (even locke...) wore full plate armor even though it made no sense for their character at all :P On Fri, Jun 26, 2009 at 9:15 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote: > For sure, I mean a full plate knight could’ve walked into any village and > wreaked havoc, because pitchforks and shovels vs full plate = sad day for > villagers. > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes > *Sent:* Friday, June 26, 2009 6:12 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: Project1 - SVN Update 270 > > > > yep... its not the best movie (but i liked it) but i think the biggest > thing it demonstrated was how knights in heavy armor worked in a real > battlefield. basically turns a competent warrior into a juggernaut! :) > > On Fri, Jun 26, 2009 at 9:09 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> > wrote: > > Is that about Joan of Arc? > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes > *Sent:* Friday, June 26, 2009 6:03 AM > *To:* project1dev@xxxxxxxxxxxxx > > > *Subject:* [project1dev] Re: Project1 - SVN Update 270 > > > > neat idea re: having the weight of the armor be needed to activate certain > switches, we could also have balance puzzles maybe that work like that. For > traps, armor will absorb damage so heavy armor will deflect a lot of > damage. The main benefit for heavy armor will be combat though, but it will > be VERY good. > > Have you seen "the messenger" by luc besson, milla jovovich is in it. > > On Fri, Jun 26, 2009 at 8:58 AM, Chris Riccobono <crysalim@xxxxxxxxx> > wrote: > > Yeah, we will see, for sure. In fact, the heavy armor could possibly > do something like activate switches and pressure plates that you can't > use normally. It all depends on how we implement it and create the > fun in it. That's why people give input (not just me, everyone on the > team) > > > On Fri, Jun 26, 2009 at 5:47 AM, eric drewes<figarus@xxxxxxxxx> wrote: > > i agree, debate can refine and polish and inspire - i am all for debate. > I > > just feel like i am defending a system ad nauseum because the whole > picture > > isn't being looked at. basically, heavy armor is going to be totally bad > > ass and it NEEDS this as something to balance it out. > > > > my game design philosophy is to make a ton of super awesome mutually > > exclusive things so a player can build their ideal character based on > their > > style of gameplay but throughout they will have to make tough decisions > > about which they value more. this is part of that philosophy! > > > > like, right now you THINK that no one will use heavy armor and it won't > be > > fun, but when you see the whole thing in action maybe you yourself will > > decide that the heavy armor benefits are well worth not being able to > jump > > as far :) > > > > On Fri, Jun 26, 2009 at 8:17 AM, Chris Riccobono <crysalim@xxxxxxxxx> > wrote: > >> > >> I just want to see everything done the best! Sometimes suggestions > >> will spark a debate, and that's not always a bad thing. > >> > >> On Fri, Jun 26, 2009 at 5:07 AM, eric drewes<figarus@xxxxxxxxx> wrote: > >> > basically i view this entire argument as such: > >> > i show you a puzzle piece for a massive puzzle i am working on and you > >> > tell > >> > me that the shape of the edges aren't aethestically pleasing to you > and > >> > they > >> > need to be changed. :P > >> > On Fri, Jun 26, 2009 at 7:49 AM, eric drewes <figarus@xxxxxxxxx> > wrote: > >> >> > >> >> I understand your point - i just disagree with it :P It will be used, > >> >> it > >> >> will be fun, nothing will be half done or incomplete. > >> >> > >> >> On Fri, Jun 26, 2009 at 7:00 AM, Chris Riccobono <crysalim@xxxxxxxxx > > > >> >> wrote: > >> >>> > >> >>> You really seem to be missing my point though Eric. If we focus > more > >> >>> on things that will get used, we can make those more fun, instead of > >> >>> adding things that either are half done or incomplete. > >> >>> > >> >>> Basically, the way you think that it should be in just in case 1 > >> >>> person uses it, I think it shouldn't be because only one person will > >> >>> use it. > >> >>> > >> >>> But lets just put it aside for now, I don't want to ruffle any more > >> >>> feathers here :P > >> >>> > >> >>> On Thu, Jun 25, 2009 at 6:46 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. > >> >>> > > > ... > > [Message clipped] > > > > ------------------------------ > > > > ******************************************************************************************************************************************************************* > > This e-mail is the property of Oakley Inc. 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