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Let's throw around ideas on this. Wall-climbing game.

Started by May 23, 2002 07:53 AM
37 comments, last by Snowfly 22 years, 8 months ago
quote:
Original post by Hase
Please keep in mind that you´re making a game, not a simulation. The first and foremost should be fun and playability, realism must always come second (unless you are doing a simulation).

Hase, I don't get what you're driving at here. If we're talking about climbing, then we're either talking about real climbing techniques, fake climbing techniques, or no climbing techniques.

I advocate real climbing techniques. Apparently you don't. That means you either advocate:
  • Fake climbing techniques, which to me seems stupid.
  • Or no climbing techniques, which to me doesn't sound like climbing.


So, which is it?



[edited by - bishop_pass on May 24, 2002 6:14:04 PM]
_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
quote:
Original post by superpig
Oh, BTW: you''ve probably been asked this before, bishop_pass, but is there a "Bishop Pass" that you went climbing on or something...


All of those lakes you see are at about 11,000 feet in elevation right about at timberline. You have to hike by every one of them for about five miles to get to the pass. They guy in the picture is enjoying the view north from 12,000 foot Bishop Pass.

Here are two more views from the pass.

If you keep going over the pass, you descend into another basin at about 11,300 feet in altitude. This picture is from that basin and the pass is just out of the picture on the left.

_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
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Replying to Hase:
well, there seem to be 2 schools of thought here.. the action version of the game and the simulation as you call it. Like I said, I am totally resolved to playing out the climbs move for move. One thing I left out in my other posts is that not all the action takes place on the walls. There will be running, jumping...and weapon-swinging in between climbs.
If the climbing sounds tedious, well, without it I wouldn''t have a concept to work on. With dumbed down climbing, what I have is Spiderman.

Maybe if I stated the context all this takes place in it would make more sense, but I haven''t got the patience to type it all out now. Let''s just say there is a story, and it has little to do with sports. The climbing elements mimic the real thing (with techniques, etc.), but they won''t be acknowledged as such. Multiplayer will take on an entirely different theme and throw all these primitive characters into a modern, organized version of the sport as we know it. Sounds bizarre, I know.....

Flakes: sorta like trick holds..? Or like super mario ledges that collapse if you stand on them too long?

Integrity of stance: we''re working this out. what seems to work best in theory is to have the computer keep track of the force each limb is exerting and in what direction and how it reacts in relation to the other forces affecting the player''s body. It''s complicated math...could the computer handle all this in real-time in the middle of a game? I hope so...

Rock features: intricate, but yes, already included in our feature set....

Stemming: we''ll find a way. I think the system I described for stance integrity should suit this fine.

Still a lot of kinks to work out, but I think my goals are pretty clear. Really appreciate the comments...


-It's got to be more than a memory, or is life just a fantasy and a piss in the sand?
you know, the more i read of this thread, the more i want to play this game.are you planning on having mountains take longer than a day to climb? having to use a certain strategy to include some equipment over others like a mountain climber''s tent, ice climbing gear, extra food, etc would be awesome! overloading could force you to abandon your climb as your stamina runs dry. even though i know nothing about climbng, i hold enough interest in the subject to want to learn all the types of holds and such. it would add to the experience in my opinion. i''d actually prefer a more simulated approach than a dumbed down one. maybe offer both that and an arcade version? exploration was mentioned, what are the rewards and how expansive is this world planned to be? exploration is my favorite part of games, just wandering around and seeing a mountain in the distance i''d like to climb would be fun, but actually being able to hike through to reach it and climb the top would be a hundred times better. you''ve got a buyer here!
quote:
Original post by PWhermn
even though i know nothing about climbng, i hold enough interest in the subject to want to learn all the types of holds and such. it would add to the experience in my opinion. i'd actually prefer a more simulated approach than a dumbed down one. maybe offer both that and an arcade version? exploration was mentioned, what are the rewards and how expansive is this world planned to be? exploration is my favorite part of games, just wandering around and seeing a mountain in the distance i'd like to climb would be fun, but actually being able to hike through to reach it and climb the top would be a hundred times better. you've got a buyer here!

PWherman,
And just why aren't you joining us on the 18th of June for our journey up the North Fork of Lone Pine Creek to try and bang out a few fourteeners? Actually, myself and another member here on gdnet (pwd) and his girlfriend are doing just that.

When we get to 12,000 feet, this is where we'll be...



All of them together in one shot


Now here's what you need to do: click on this image and wait for the sucker to download in full. The image is Keeler Needle and you can see it in the picture above. Scroll down to the bottom of the picture and look for the two black shapes against the snow at the base of the needle. I took the picture myself from one of the ten times that I have been there. However, I edited the black shapes in just for the purpose to show the scale. The black shapes represent two climbers approaching the base of Keeler Needle. The base starts at an altitude of 12,000 feet. Plenty of roofs, cracks, dihedrals, ledges, and face climbing on Keeler Needle.

Sorry, couldn't resist...

[edited by - bishop_pass on May 25, 2002 5:57:26 AM]
_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
quote:
Original post by bishop_pass
Hase, I don''t get what you''re driving at here. If we''re talking about climbing, then we''re either talking about real climbing techniques, fake climbing techniques, or no climbing techniques.

I advocate real climbing techniques. Apparently you don''t. That means you either advocate:
  • Fake climbing techniques, which to me seems stupid.
  • Or no climbing techniques, which to me doesn''t sound like climbing.


So, which is it?






It all depends on who you want to reach. If you´re making a game "by climbers for climbers", then your simulation approach is valid. The problem however is that the more complex a game gets, the smaller the audience it reaches gets. For you a learning phase of twenty minutes seems acceptable, you are climber, you know your way around all the techniques and factors you want to see and use, so the most realism possible is obviously your goal. The same goes for all those who are interested in climbing, but never really got around to try it in real life.
If it´s not a commercial game and you don´t care about the size of your audience, skip the rest of this post.
When I design games however, I have to try and reach the target audience, more people if possible. And that usually means an interface which is easy to use and learnable in less than 30 seconds. And simple controls do not mean that the gameplay must lack depth, in an ideal case the interface is intuitive and simple, the depth comes from gameplay and content. Some of the best games I´ve ever played had no more than a handful of interface items, yet were able to deliver great gameplay.
Interface is always a means to an end, and should never be the challenge itself ("find the right button").

So in response to your question:

Real Climbing Techniques with detailed interface: will let you reach all the game-playing climbers and climbing-interested people. The game will probably be more about teaching climbing technique (which it will automatically do at that level of detail) than about reaching any predefined goal. The interface will be rather complex and involve the mouse and 20+ keys (which is not that much for a simulation - at least in comparison to the MS Flightsims). An interface approach I would feel more comfortable with would be to reduce the number of keys in favour of combinations, that way you could keep the number of keys low enough to be understood at first glance, and keep the number of interface items large enough to satisfy "simulation" players.


"Fake" Climbing Techniques: I assume that by that you mean a simplified version of the above, trying to get the basic idea of climbing together with simple gameplay. There would be clearly defined goals, maybe even opponents, the interface would consist of no more than four to six buttons plus the mouse (preferably less). The goals and dynamic challenges of the environment would make up a large portion of the gameplay, climbing is a means to an end. With a game like that you can reach a rather large audience, I´d place it somewhere between core and casual.


No Climbing Techniques: Arcade Play, Spiderman. Controls as intuitive and simple as possible, a console title. The task of getting the feeling of climbing across will be difficult, the interface will rely to some extent on move combinations. The goal will play a large role, as well as other game elements such as opponents (human or cpu).


I would go with what you call "Fake Climbing", abstracising a little, maybe keeping only a handfull of techniques. The interface as simple as possible (always KISS), rather using key combinations than a lot of different keys. I think this is especially important as the intended goal is to have more gameplay elements than climbing, which will add to the complexity anyways.
Also, the initial question was "will it be fun?", and I think game design is all about making a game as much fun as possible for as many people as possible. Easy accessibility does not negate deep gameplay. I know it´s much more difficult to find a simple solution to a complex problem, but in the end it´s usually worth it.
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If you're going to have gear be part of the mix, then here's some of the type of gear that you might have:

  • Oval carabiners.
  • D carabiners.
  • Locking versions of the above carabiners.
  • Harness.
  • Belay device: figure eight, atc, etc.
  • Dynamic rope.
  • Static rope.
  • Webbing.
  • Spectra slings.
  • Four cam units.
  • Three cam units.
  • Hexes.
  • Nuts.
  • Perlon line.
  • Ascenders.
  • Aiders.
  • Birdbeaks.
  • Bongs.
  • Bat hooks.
  • Pitons.
  • Altimeter.
  • Pocket knife.
  • Gear sling.
  • Crampons.
  • Ice axe.
  • Ice tools.
  • Snow pickets.
  • Ice screws.
  • Head lamp.
  • Port-a-ledge.


Also, climbers must be resourceful. Many of the items can be substituted by making a substitude on the spot. Examples include:


  • Harness made from webbing.
  • Slings made from webbing.
  • Rappel device made from carabiners.
  • Hex is substituted with a stone.
  • Prusik knot with perlon instead of an ascender.



[edited by - bishop_pass on May 25, 2002 7:50:22 PM]
_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
quote:
Original post by bishop_pass
All of those lakes you see are at about 11,000 feet in elevation right about at timberline. You have to hike by every one of them for about five miles to get to the pass. They guy in the picture is enjoying the view north from 12,000 foot Bishop Pass.

Here are two more views from the pass.

If you keep going over the pass, you descend into another basin at about 11,300 feet in altitude. This picture is from that basin and the pass is just out of the picture on the left.





Wow...

Whereabouts is that, exactly? (My geography sucks...)


Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net

[edit - quote tags]

[edited by - Superpig on May 26, 2002 4:12:03 AM]

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

quote:
Original post by superpig
Whereabouts is that, exactly? (My geography sucks...)


About forty five miles north of Keeler Needle... And about two miles west of North Palisade...



_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
Neat idea.

For me (amatuer) climbing has always been about finding the right combination of holds/position for making the next step/grab/leap, which is played off against stamina. Maybe that''s a good kernel description, maybe you don''t agree.

Also, is there any reason why the game needs to be limited to natural formations? I can think of a lot of alternatives (some not physically sustaintable). But to be to the point, doesn''t Jackie Chan make part of his name for climbing wierd places?

Lastly, I tend to push use of camera a lot. Does the opening scene to Mission Impossible 2 provide any inspiration?


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