Sounds awesome On Fri, Jun 26, 2009 at 10:54 AM, eric drewes <figarus@xxxxxxxxx> wrote: > all in the works my friend :) > > > On Fri, Jun 26, 2009 at 1:43 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> it would be rad if we had swimming too (: >> >> and a climbing skill? >> >> or maybe some of these skills were based on strength and dexterity or >> somethin >> On Fri, Jun 26, 2009 at 10:38 AM, Matthew Freeland < >> mattthefiend@xxxxxxxxx> wrote: >> >>> Heavy armor = Instant uncontrollable sinking in water quickly resulting >>> in drowning. Ammirit? >>> >>> >>> On Fri, Jun 26, 2009 at 6:35 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> gemstone had that same issue, rogues hiding and ambushing in full plate >>>> :P although they sorta fixed it >>>> >>>> On Fri, Jun 26, 2009 at 9:28 AM, Matthew Morgan >>>> <MMorgan@xxxxxxxxxx>wrote: >>>> >>>>> Right, having a thief wear plate armor is stupid, how’r you going >>>>> to pickpocket someone when your banging around in full plate?!?! >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: >>>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes >>>>> *Sent:* Friday, June 26, 2009 6:26 AM >>>>> >>>>> *To:* project1dev@xxxxxxxxxxxxx >>>>> *Subject:* [project1dev] Re: Project1 - SVN Update 270 >>>>> >>>>> >>>>> >>>>> 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 >>>>> >> >>> >>> >>>>>>>>>>>>> >>> the >>>>> ... >>>>> >>>>> [Message clipped] >>>> >>>> >>>> >>> >> >