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Re: Jumper: The Way of Life

Posted: August 23rd, 2011, 12:51 pm
by arcones
Gosh darn it Rune! You ruined my surprise :P

Actually, I had thought about a falling challenge. It may come to fruition, or it may not. It also depends on how much I can do with Sandbox.

Re: Jumper: The Way of Life

Posted: August 23rd, 2011, 1:00 pm
by Runescapedj
When I'll post my map in the WIP section, you can check out mine and see how I've done it

Re: Jumper: The Way of Life

Posted: August 23rd, 2011, 1:09 pm
by arcones
Awesome, look forward to it.

@ALL: I do have another map, that relies heavily on the use of jumppads. I'll upload it so that you guys get a feel for another type of airena!

Re: Jumper: The Way of Life

Posted: August 23rd, 2011, 5:19 pm
by chocolatepie33
A falling challenge, huh? Freefall from the sky, and try not to hit obstacles? It could happen.

Re: Jumper: The Way of Life

Posted: August 23rd, 2011, 5:23 pm
by Runescapedj
I've done it in a cave, with falling through glass (with respawn material on it, so you can't land on it), it's quite hard, but after like 10 tries it will get much easier.
Anyways, back on topic ;)

Re: Jumper: The Way of Life

Posted: August 23rd, 2011, 5:40 pm
by chocolatepie33
Yeah, that sounds painful, falling smack into a pane of glass. Now only if we had a breaking glass material...

I prefer challenge mode over legend mode, as legend mode should really be a difficulty option. If that's what it already is, then never mind. Although I think I like campaign mode over challenge mode as a name... Now I'm just getting confusing.

@Arc: what did you think of my map?

Re: Jumper: The Way of Life

Posted: August 29th, 2011, 5:08 pm
by arcones
CP, space is something I'm definitely going to have to have as a DLC. It could be a whole theme!

I've made a decision. It was kinda unfair that the first map I made for you guys was a Challenge map, and therefore you didn't know about the mechanics of the levels like I did. But I decided to keep the glowing orbs off the Challenge maps. The reason is, by the time the player gets there, they'll know about the glowing orbs, how high they are usually placed, and will know instinctively if they need to jump. If after the alpha/beta testing phase people still don't get the idea, I'll add them.

Re: Jumper: The Way of Life

Posted: August 30th, 2011, 12:51 pm
by arcones
Another update (boy, brainstorming for this game is a breeze (no pun intended ;D )).

As I'm deciding how to diversify the menu, I came across a solution to a problem. The Golden Guard campaign is only unlock-able after you complete one of the four other campaigns. So essentially you can't have it in the map list otherwise people would be able to play it whenever they want.

The one downside to this is it wouldn't show up on the maplists after you play the GG campaign either. So I need to find a work around for that as well. If anyone has an idea, I'd appreciate hearing it! (or reading it?) :P

Re: Jumper: The Way of Life

Posted: August 30th, 2011, 1:20 pm
by Runescapedj
What about a question at the begin of the main map that triggers a door to open with a teleport to the golder guard campaign if you say you've played all other maps before?

Re: Jumper: The Way of Life

Posted: August 30th, 2011, 2:43 pm
by arcones
Good thought. I suppose there good be a "glitch" that allow's the player to find the GG campaign each time. It's something I'll have to consider. Also, could the LEJ be several big maps? Instead of many small ones? For instance, all the training airenas are map size 11. Could a map size 14 hold the majority of the levels. That way you complete one map and you've completed a set of airenas?

Or, an example like this:

Code: Select all

Air1 you can play from menu
Air2 you can play only after beating Air1 (level change trigger)
Air3 you can play from menu
Air4 would be the same as Air2
That could work, but I would prefer having a save game for the campaign... I'll talk with Hirato about that.