04-14-2007, 06:45 PM
As I strive to put interesting features into my current mansion project, I've found that trial and error is currently my only method of design, and I think that stinks. I can't help feeling that I could be much more effective if I were able to describe interactions in Midnight Mansion mathematically so that I could model how a certain mechanism is to work before I go building it. It also occurs to me that some of what I want to know may already be common knowledge among the community.
So, before I went haring off trying to figure all this out on my own, I figured I'd post a list of all the things I want to know and see what others can fill in. After that, I'll figure out the rest and post them in a follow-up, so we can all have a handy reference to build off of.
Units
If you're gonna describe something, ya gotta have units! Fortunately, we only need three in this case. I've chosen to use seconds (s) for time, tiles (t) for distance, and tiles/second (tps) for speed.
Please use these units when posting quantities (or if there's a better unit, use it but explain it).
Modeling Jack's Motion
Modeling other motions and times
General:
Spiders:
Birds:
Fish: What relationships correlate initial speed, gravity, jump height, and speed of ascent/descent at a given vertical position?
Final remarks
I think that's all the information anyone could need to model any aspect of the game. If we can figure out all these numbers, it should be possible to just plug things into a spreadsheet and churn out answers to all sorts of design problems.
Here's a simple example if you're having trouble visualizing why I'd want to know all this: Suppose Jack is sliding down a pole. You have horizontal zapper beams across the path of the pole, and you want Jack to ride down in a cocoon of safety, with beams turning off just as he reaches them, and turning back on just as he passes through. I've seen this done before, and wanted to do it, but got stymied by the prospect of building it by trial and error. If I knew Jack's rate of fall on a pole (and what the zapper durations mean), I could just set up a few formulas in Excel and fill down to churn out the values for all of the zapper beams.
Think of it. Just think of it! :o :o ;D
Also, this information really should be in the manual. Eh Vern, wink wink nudge nudge?
:-? :-?
So, before I went haring off trying to figure all this out on my own, I figured I'd post a list of all the things I want to know and see what others can fill in. After that, I'll figure out the rest and post them in a follow-up, so we can all have a handy reference to build off of.
Units
If you're gonna describe something, ya gotta have units! Fortunately, we only need three in this case. I've chosen to use seconds (s) for time, tiles (t) for distance, and tiles/second (tps) for speed.
Please use these units when posting quantities (or if there's a better unit, use it but explain it).
Modeling Jack's Motion
- How fast does Jack run (tps)?
- How fast does he fall?
- How fast does he slide down poles?
- How high does he jump?
- How high does he jump from vines?
- How fast does he travel horizontally while falling?
- How far can he jump (can be obtained from the previous three)?
- How fast does he climb ladders and vines?
- How far can he fall without dying?
- Bonus question: What effect do moving things (conveyor belts, moving platforms) have on Jack's horizontal motion, and is there a mathematical relationship between this effect and the speed of the platform?
Modeling other motions and times
General:
- What is the conversion factor between the speed number you type into the dialog box and tps? Is this factor the same for all sprites that can have a speed?
- How do duration numbers translate into seconds? (some dialogs say it's s/60, but others don't. Is this consistent?)
- How long does it take a door to open?
- How long does it take Jack to flip a switch?
Spiders:
- How fast does a big spider descend/ascend? (tps)
- Small spiders--actually, I can't make head nor tail of these numbers. If someone could explain what they mean I would be most appreciative.
Birds:
- How does the amplitude number translate into vertical range (as in, given an amplitude number, how many tiles will the bird deviate up or down from its placed position)?
- What does
angle delta
mean?
Fish: What relationships correlate initial speed, gravity, jump height, and speed of ascent/descent at a given vertical position?
Final remarks
I think that's all the information anyone could need to model any aspect of the game. If we can figure out all these numbers, it should be possible to just plug things into a spreadsheet and churn out answers to all sorts of design problems.
Here's a simple example if you're having trouble visualizing why I'd want to know all this: Suppose Jack is sliding down a pole. You have horizontal zapper beams across the path of the pole, and you want Jack to ride down in a cocoon of safety, with beams turning off just as he reaches them, and turning back on just as he passes through. I've seen this done before, and wanted to do it, but got stymied by the prospect of building it by trial and error. If I knew Jack's rate of fall on a pole (and what the zapper durations mean), I could just set up a few formulas in Excel and fill down to churn out the values for all of the zapper beams.
Think of it. Just think of it! :o :o ;D

Also, this information really should be in the manual. Eh Vern, wink wink nudge nudge?
:-? :-?



