I know, no posting in the last 5 days. Well, I have been busy doing Project Stuff (!). The day before yesterday I got the first level all nice, and began to install the scripting into it. Where I ran into some issues was with the Combat Tutorial.
Generally speaking, the Combat should be something really well integrated into the general game systems. Other times, the combat plays out as its own kind of game. Examples of which include Prince of Persia, Flashback, and generally any game like that. Consequently, I felt that I really wanted the combat and the platforming to be separate for the most part. In some level designs, you will be able to platform around enemies, but when I want combat, I'll force the issue.
However, that does tend to make it a little harder to have the combat be introduced in normal gameplay. I mean, in Super Mario you can jump, and there are enemies, and you can jump on them. The 2 facets are combined into a single element. In Thief I really wanted to keep the two a little separate. There are 2 reasons for this, the first of which is that I'm not that good of a programmer. The other is that I wanted both systems to be robust, but with limited control inputs.
Either way, I needed a combat tutorial. I learned a few things:
1) It's easy to set up certain circumstances (when you hit/Get Hit/Press a button) but it's a lot more difficult to have it deal with other stuff. Like, "I don't want to pull out my sword, I just want to jump around," and other similar nonsense.
2) It's very important to have the steps link together in some way. So we don't cover walking, and then reset to make the player walk to the next bit. That's a little stupid.
3) The scripting engine (tool?) is flexible, but stupid. For example, each "talky" bit is rendered like its own frame. This means that I have to draw everything on the screen, all the enemies, the player and any animations, and the background for each frame of dialog. That kind of sucks, but it will have to do.
So now the tutorial is all done, and I'm quite happy with that. Pictures incoming.
Sunday, August 31, 2008
Tuesday, August 26, 2008
Level 1, and the Sound of Deadlines
Yesterday I finished Level 1. The whole thing is blocked out, it has the tutorial scripting in it and you can play with it. The art isn't finished yet (grrr...) but for my part I'm feeling good about it. Now I get to make small adjustments for playability (that is a word, but it looks so, incorrect...) and pacing in regards to the story and the scripted scenes. Overall, I feel good about the first level, and it has given me a lot of thoughts on the next levels. I found myself wanting to construct screens with puzzles that require 2 or more moves in a row, and thought to myself, "No, this has 3 moves, this kind of puzzle really should go in the Castle Level," and things like that. So I began to get a feel for the difficulty as I built them. So, the next levels should be a little easier and faster to do.
So, the idea was to have all of the levels at least blocked out by now. What I didn't anticipate was throwing work away, and all of the testing by other people to make sure it works and makes any sense. The due date for the levels was going to be 8-30, but that clearly didn't happen, and probably won't. Now I just want to get them done by IGF and with art. I heard a quote by a developer once regarding milestones. They said, "I love the sound they make when they go flying past."
For the art, I think I have a problem. I posted a note on Craigslist looking for artists to work on the project with me, mostly to work on the backgrounds. I had 3 people with me - the animator, a background artist and a character artist for the scripty bits. Except for the Animator - a friend of mine since High School, I would send email messages and things like that. Now, for whatever reason, I don't get replies back from my artists, and I can't seem to get ahold of my friend. So, I find myself in an awkward position. I'm not sure if I should try to repair the working relationships that I have, or look for new artists.
I get the feeling that it was something that I did. Like I somehow didn't use the correct artist speak or something. I violated some custom that I didn't know about, or said something that I shouldn't. I just don't know. I think the main reason is my lack of communication for some things. I found myself often working late into the night, and the thinking was that I could email tomorrow, and then a week would go by like that, and another. It became a cycle of punishment. Eventually, the thoughts began to creep in, "What will they think, now that it's been 3 weeks?" "Will they all think you're just dicking with them?" "Are you serious abut the project?" Soon, self doubt overrode my better judgements. By the time the Producer half of my brain said, "Hey, asshole- quit being a dick and get back to work, and get everyone else on track," I find that I just can't get ahold of anyone anymore.
This is painful. Not to sound like some half-assed emo "boi" but this is the hardest part so far. Now all I can do I try to send an email, or call, and see what I can do with what I can do. I've never been so close to something, and the work that I've done so far, it staggers me. I never thought that I would be able to do something so bold, so outside of anything I've ever done before, and I find it exhilarating. Now, I need to convince the people that will make the endeavour possible to see the same thing I see.
So, the idea was to have all of the levels at least blocked out by now. What I didn't anticipate was throwing work away, and all of the testing by other people to make sure it works and makes any sense. The due date for the levels was going to be 8-30, but that clearly didn't happen, and probably won't. Now I just want to get them done by IGF and with art. I heard a quote by a developer once regarding milestones. They said, "I love the sound they make when they go flying past."
For the art, I think I have a problem. I posted a note on Craigslist looking for artists to work on the project with me, mostly to work on the backgrounds. I had 3 people with me - the animator, a background artist and a character artist for the scripty bits. Except for the Animator - a friend of mine since High School, I would send email messages and things like that. Now, for whatever reason, I don't get replies back from my artists, and I can't seem to get ahold of my friend. So, I find myself in an awkward position. I'm not sure if I should try to repair the working relationships that I have, or look for new artists.
I get the feeling that it was something that I did. Like I somehow didn't use the correct artist speak or something. I violated some custom that I didn't know about, or said something that I shouldn't. I just don't know. I think the main reason is my lack of communication for some things. I found myself often working late into the night, and the thinking was that I could email tomorrow, and then a week would go by like that, and another. It became a cycle of punishment. Eventually, the thoughts began to creep in, "What will they think, now that it's been 3 weeks?" "Will they all think you're just dicking with them?" "Are you serious abut the project?" Soon, self doubt overrode my better judgements. By the time the Producer half of my brain said, "Hey, asshole- quit being a dick and get back to work, and get everyone else on track," I find that I just can't get ahold of anyone anymore.
This is painful. Not to sound like some half-assed emo "boi" but this is the hardest part so far. Now all I can do I try to send an email, or call, and see what I can do with what I can do. I've never been so close to something, and the work that I've done so far, it staggers me. I never thought that I would be able to do something so bold, so outside of anything I've ever done before, and I find it exhilarating. Now, I need to convince the people that will make the endeavour possible to see the same thing I see.
Saturday, August 23, 2008
Bad bugs, bad stupid bugs
Yesterday I fixed a stupid bug. Basically, when Zero would jump up onto one of the catch rectangles, it would make a small adjustment and he would appear to "slide" into the correct position. It wasn't the ideal situation, since there are so many of the ledges in the game. I really didn't want to deal with having a bug be visible, and openly irritating, for that much of the game. So that had to go. Sooner, rather than later. So I tried fixing it, and gods help me, the bloody thing just would not be fixed. I tried converting some of the collision code and seeing if it was a Event Handling bug, but it wasn't, and all it managed to do was break the rest of the collision.
Next, I tried set the game to display a variety of variables while the game was running. Eventually discovered that the Physics Modifier wasn't reseting correctly. The physics are a little silly in this case. Basically, when you are falling or generally not on the ground, the physics system calculates a continually increasing speed to simulate the additional velocity - like in real life. Originally there was no modifier and the fall speeds were all constant, but I felt that was stupid. Anyway, it wasn't being reset when you hit the Catch Rectangles and now it is, so now it works.
- Also decided on a few things.
1) The player runs too damn fast. I noticed that the Tester sometimes had issue with the small platforms and I thought that by slowing the player's running speed a little it would make the game slightly longer in the end. So I reduced the speed by 20% or so and it works really nice.
2) The Drop Bit is a little too far before it becomes lethal. I found I could drop off of what amounted to 3 story falls and would just walk away. Not a huge issue, but the distance is important. If the fall isn't enough to kill, then it makes the "danger" of the puzzle inconsequential. No danger, no suspense, no fun.
Next, I tried set the game to display a variety of variables while the game was running. Eventually discovered that the Physics Modifier wasn't reseting correctly. The physics are a little silly in this case. Basically, when you are falling or generally not on the ground, the physics system calculates a continually increasing speed to simulate the additional velocity - like in real life. Originally there was no modifier and the fall speeds were all constant, but I felt that was stupid. Anyway, it wasn't being reset when you hit the Catch Rectangles and now it is, so now it works.
- Also decided on a few things.
1) The player runs too damn fast. I noticed that the Tester sometimes had issue with the small platforms and I thought that by slowing the player's running speed a little it would make the game slightly longer in the end. So I reduced the speed by 20% or so and it works really nice.
2) The Drop Bit is a little too far before it becomes lethal. I found I could drop off of what amounted to 3 story falls and would just walk away. Not a huge issue, but the distance is important. If the fall isn't enough to kill, then it makes the "danger" of the puzzle inconsequential. No danger, no suspense, no fun.
Wednesday, August 20, 2008
Star Frog Games
A Studio name is like a name for a Rock Band. It has to be memorable, decent, and a little confusing for other people. Like Bungie, or Vicarious Visions or Spyglass. Other times, it's just what you make - like Team Ninja or Sonic Team. (Of course, I would pay decent money for something by Sonic Ninja Team).
Then there are the rest, which like Rock Bands, have a wide variety of names and so on. I thought that I had one figured out years ago - "Energy Games." Then I turned 14 and realized that was pretentious. So I started thinking about others. Icarus Studios was in the lead for a while - then I found that they are an outfit in North Carolina making a MMORPG (pronounced "Ma-MOR-PA-GAH) and are clearly much better funded than myself. Although I do think that my logo for Icarus Studios was way better.
So I came along to trying to think about what I'm trying to do. So I came up with RetroGrade - with the silly Capitalizaion that I like. The thinking went that my games are "Retro" in their mechanics, and the "Grade" bit implied that they were a high quality - like old games are perceived to be. I was really happy since I though it was clever, like the One-Ders. But I couldn't get over the fact that it sounded so similar. Then I realized that Retro Studios -already existed. This took the wind right out of my sails.
Anyway, the one that I felt was good recently was Clockwork Games. Then I did a Google search (because everything worth knowing can be found in Google) and found that, not only was that name taken by another studio, but they have 4 published titles already. So that kind of sucks.
Now, I'm back to one of the first names, which is so random (like Ninja Bee) as to not be taken by anybody since it makes no sense. The name of the Studio is now Star Frog Studios / Star Frog Games. There I said it, and I published it on 8-20-08 and now I own it.
-Check the first thing. I'm sure that if Team Ninja and Sonic Team had a baby - the game would suck. Like, a lot. I shudder thinking about the furry gibs and the enormous animal breasts - with physics. *shudder*
Then there are the rest, which like Rock Bands, have a wide variety of names and so on. I thought that I had one figured out years ago - "Energy Games." Then I turned 14 and realized that was pretentious. So I started thinking about others. Icarus Studios was in the lead for a while - then I found that they are an outfit in North Carolina making a MMORPG (pronounced "Ma-MOR-PA-GAH) and are clearly much better funded than myself. Although I do think that my logo for Icarus Studios was way better.
So I came along to trying to think about what I'm trying to do. So I came up with RetroGrade - with the silly Capitalizaion that I like. The thinking went that my games are "Retro" in their mechanics, and the "Grade" bit implied that they were a high quality - like old games are perceived to be. I was really happy since I though it was clever, like the One-Ders. But I couldn't get over the fact that it sounded so similar. Then I realized that Retro Studios -already existed. This took the wind right out of my sails.
Anyway, the one that I felt was good recently was Clockwork Games. Then I did a Google search (because everything worth knowing can be found in Google) and found that, not only was that name taken by another studio, but they have 4 published titles already. So that kind of sucks.
Now, I'm back to one of the first names, which is so random (like Ninja Bee) as to not be taken by anybody since it makes no sense. The name of the Studio is now Star Frog Studios / Star Frog Games. There I said it, and I published it on 8-20-08 and now I own it.
-Check the first thing. I'm sure that if Team Ninja and Sonic Team had a baby - the game would suck. Like, a lot. I shudder thinking about the furry gibs and the enormous animal breasts - with physics. *shudder*
Sunday, August 17, 2008
Testing Take 2
Today I managed to finish off both the current Prison level, install the Scripting again (which is really a joy to use - no sarcasm) and draw out the next section. So it was productive. Then I got my tester to go ahead and have a look at the new level. I'm pleased to say that the levels went much better than before and she was able to get the whole way through. Even when she got to the new ledges that I installed it went quite good. There were only 2 complaints and they are both control issues, which I'm happy to fix. They go like this:
1) The Double Jump with the UP arrow seems to confuse and annoy. On the one hand, I know that you can get used to it - since I am. But the whole point of having testers is to get feedback on something that pisses off. Controls are like rocks. What you really want are nice, smooth rocks that you can hold for a good long time without discomfort. You do not want jagged rocks that never quite feel comfortable. Metroid Prime had jagged rock controls. Granted, you eventually get used to them, but their never really second nature and really smooth - like say Halo's controls. So, I'm thinking about using putting the Double Jump move on the same button. My idea is this - When you press the Jump key, it will start a small timer. If you press the button again while this is running, it will ignore the press - so you don't mash the key a bunch of times. If you press it after the timer, then it will double jump you. Not sure about why I didn't think of this before, but it should work and I'll give it a try tomorrow.
2) The Wall Grab is too "sticky." This one is weird. (why is it when I spell "weird" it always looks misspelled?) When you jump at the wall, it detects your position and your current state. It was set to "When you touch this and you are Jumping or Dashing." Now, it detects to see if you are Dashing, or if you are at a certain point in the jump. Before, if you stood right next to the wall, Zero would stick right to the wall and soon as he left the ground. This of course, sucked when you are trying to jump on top of something. So now it works better now, although I did have an issue with the order. Basically, I wanted to say, "If your are Jumping, and the jump is at a certain point, Or if you are dashing." This didn't work for some reason, and the Aerial Dash just wouldn't do it. Then I realized that the, "If your are Jumping, and the jump is at a certain point," line is redundant, since if the Jump is at a certain point, you are clearly jumping already.
On a side note , I noticed that the HUD goes away when talky bits appear, which I find nice.
What I find less nice is that the HUD is ugly and sometimes overlaps the play area in ways that I don't like. I'll figure something else out. Maybe by putting info on the character - but I hate that. It's all the rage now to have a HUD-less screen. This, of course, is distasteful if you have a little screen. What? A goddamn life bar is too much to ask? So I don't think that I'll be going in that direction.
-Okay. So I went ahead and got the Double Jump thing going, but it's a little dumb. What I want is for the flip to happen after you have already jumped and what happens is nothing. The jump goes, but then mash the key as you might, it ignores the rest of the of the commands...
-Got it. It turns out that it doesn't like to have to deal with multiple uses of the same KeyHit in the same frame. In other words, it gets to the second one, and thinks, "Nope, nothing new here. Move along." So it would skip the rest, then it would come around to the first reference again and get all confused and crap. So, I made a modification and it only reference the bloody key once and checks to see what is going on. So now Zero double jumps like a champ using the same key. I had no idea how crap the Up arrow for a double jump was until I didn't have to do it any more. So that's, well, nice.
- I know I shouldn't, but there were just too many uses of the italics in this post. Oh well. It seems too many things required sarcastic emphasis.
1) The Double Jump with the UP arrow seems to confuse and annoy. On the one hand, I know that you can get used to it - since I am. But the whole point of having testers is to get feedback on something that pisses off. Controls are like rocks. What you really want are nice, smooth rocks that you can hold for a good long time without discomfort. You do not want jagged rocks that never quite feel comfortable. Metroid Prime had jagged rock controls. Granted, you eventually get used to them, but their never really second nature and really smooth - like say Halo's controls. So, I'm thinking about using putting the Double Jump move on the same button. My idea is this - When you press the Jump key, it will start a small timer. If you press the button again while this is running, it will ignore the press - so you don't mash the key a bunch of times. If you press it after the timer, then it will double jump you. Not sure about why I didn't think of this before, but it should work and I'll give it a try tomorrow.
2) The Wall Grab is too "sticky." This one is weird. (why is it when I spell "weird" it always looks misspelled?) When you jump at the wall, it detects your position and your current state. It was set to "When you touch this and you are Jumping or Dashing." Now, it detects to see if you are Dashing, or if you are at a certain point in the jump. Before, if you stood right next to the wall, Zero would stick right to the wall and soon as he left the ground. This of course, sucked when you are trying to jump on top of something. So now it works better now, although I did have an issue with the order. Basically, I wanted to say, "If your are Jumping, and the jump is at a certain point, Or if you are dashing." This didn't work for some reason, and the Aerial Dash just wouldn't do it. Then I realized that the, "If your are Jumping, and the jump is at a certain point," line is redundant, since if the Jump is at a certain point, you are clearly jumping already.
On a side note , I noticed that the HUD goes away when talky bits appear, which I find nice.
What I find less nice is that the HUD is ugly and sometimes overlaps the play area in ways that I don't like. I'll figure something else out. Maybe by putting info on the character - but I hate that. It's all the rage now to have a HUD-less screen. This, of course, is distasteful if you have a little screen. What? A goddamn life bar is too much to ask? So I don't think that I'll be going in that direction.
-Okay. So I went ahead and got the Double Jump thing going, but it's a little dumb. What I want is for the flip to happen after you have already jumped and what happens is nothing. The jump goes, but then mash the key as you might, it ignores the rest of the of the commands...
-Got it. It turns out that it doesn't like to have to deal with multiple uses of the same KeyHit in the same frame. In other words, it gets to the second one, and thinks, "Nope, nothing new here. Move along." So it would skip the rest, then it would come around to the first reference again and get all confused and crap. So, I made a modification and it only reference the bloody key once and checks to see what is going on. So now Zero double jumps like a champ using the same key. I had no idea how crap the Up arrow for a double jump was until I didn't have to do it any more. So that's, well, nice.
- I know I shouldn't, but there were just too many uses of the italics in this post. Oh well. It seems too many things required sarcastic emphasis.
Thursday, August 14, 2008
Dashes and FPS
Today I went ahead and finished making the opening level playable. It is still lacking the scripting, but I have high hopes that these levels work well enough to go gold with little additional reconfiguring. Granted, I thought that last time, but now I really think that it's good. I still have a Milestone of trying to get the levels all plotted by the end of the month, and I think I'm a little behind, but still on track.
I also started playing around with an idea that I had. While watching the wife test the last set of levels, I noticed that she really liked the Dash move, and used it exclusively, since she never got a hang of the Flip. What occurred to me was that the recharging Dash Bar - that let's you know when you can Dash - is all the way up in the corner. Now I know what the Dash is, and I tend to spam the Flip move, since I prefer it. So when I think about needing to Dash, I just do since the bar is always filled and I don't think about it. However, for people that may prefer to Dash, or for later levels where you have to Flip and Aerial Dash on command with precision, I realized that they can't be looking up at the bar all the time, that's not what it is there for. Instead, I needed something on the character, some kind of particle or something, that would let the player know that it was good to go. So now, there is a little ring that swells quickly and a cute (subtle) noise that plays when the Bar is full again. Just so the player knows that everything is ducky with the Dash. A picture is included.
I also started playing around with an idea that I had. While watching the wife test the last set of levels, I noticed that she really liked the Dash move, and used it exclusively, since she never got a hang of the Flip. What occurred to me was that the recharging Dash Bar - that let's you know when you can Dash - is all the way up in the corner. Now I know what the Dash is, and I tend to spam the Flip move, since I prefer it. So when I think about needing to Dash, I just do since the bar is always filled and I don't think about it. However, for people that may prefer to Dash, or for later levels where you have to Flip and Aerial Dash on command with precision, I realized that they can't be looking up at the bar all the time, that's not what it is there for. Instead, I needed something on the character, some kind of particle or something, that would let the player know that it was good to go. So now, there is a little ring that swells quickly and a cute (subtle) noise that plays when the Bar is full again. Just so the player knows that everything is ducky with the Dash. A picture is included.
Sunday, August 10, 2008
Testing Despondency
I've heard that to be a good game designer, you have to be able to look at work that was done and then throw it all out. Still, it doesn't make it feel any better when you actually have to do it. The images listed at the right (--->) are all pieces that I built with the intention of teaching the player how to do things. Yesterday I even began to do some scripting using a little scriplet of code that I had written previously. It was all going well. The levels - or so I thought - were well put together and they use new abilities one at a time to help the player come to grips with the abilities and move on. The screens were designed to do just that and, I thought, were doing just that.
- That was how it was supposed to work anyway. I let a tester look at it and give it a play. This tester of course being my lovely wife Jessie (who I'll put in the credits now). She knows how to play games reasonably well, and I felt that she would be a good case for the opening tutorial styled level. So she goes plays for a little bit, and she does 2 things I wasn't expecting.
First of all, she messes around with the controls and manages to figure out the Dash earlier than expected. That was nice I found, since she never quite got a handle on the Double Jump as she never got that far. Since she was using moves the levels weren't designed for, she of course did them in ways that I wholly unanticipated. So that was really good I think. It was some of that emergent gameplay that I find so nice. I mean, I figure out a level, and plot out how to finish it, but other people clearly find other ways to do it, that work just as well. That's really nice and great.
The second is that she managed to break the game on no more than 2 separate occasions. I mean, she found bugs that I hadn't run into, since she did the levels in ways that I didn't think you could do them. But, I suppose that's a good thing.
-So back on the first point again. I realized early on, that the players would find out how to use the different moves if I do something about them or not. I mean, I could lock the moves down until you get to that tutorial, but that would piss people off I think. What I need to do, is introduce them earlier with a full tutorial, so the player knows what they are and what to do with them. This of course means that I throw out the levels and restart them. This is what I am doing now. I suppose it's for the best, as I went in all cavalier thinking that I was the God of Level Design (chilli) incarnate and my first levels in my first project would be a gift from god. In the long run, I think the new levels will be better and the game will be better for it.
Of course, I'm not totally throwing them all out. Some of the designs are pretty decent overall and work well. But they tend to be in the wrong orders and I want to cover things in a certain - new order. The Old Tutorial Order was:
Jump(climb), Fight, Double Jump, Dash
The New Order needs to be:
All of the movement stuff - Jump(Climb), Double Jump, Dash, Fight.
Putting the Fighting at the end allows me to really focus on that bit first. Since the Fighting is an important bit in the game. After all, the levels are completed by Fighting (well, except for one that I have plotted) a boss. I even figured out in the Script the full Tutorial for the Fighting. So in terms of the order, I need to put that in a spot where I can really bring it forward. The movement needs to come first, and the player needs to be able to experiment with all of the movement at once. Then they need to learn to fight. I mean, for real. Otherwise every guard will be a nuisance and they'll have nightmares about the Knights. I really want the player to be able to fight and be challenged, but I do want them to win in the end. So, in the long term, to do that I need to restructure the levels.
- That was how it was supposed to work anyway. I let a tester look at it and give it a play. This tester of course being my lovely wife Jessie (who I'll put in the credits now). She knows how to play games reasonably well, and I felt that she would be a good case for the opening tutorial styled level. So she goes plays for a little bit, and she does 2 things I wasn't expecting.
First of all, she messes around with the controls and manages to figure out the Dash earlier than expected. That was nice I found, since she never quite got a handle on the Double Jump as she never got that far. Since she was using moves the levels weren't designed for, she of course did them in ways that I wholly unanticipated. So that was really good I think. It was some of that emergent gameplay that I find so nice. I mean, I figure out a level, and plot out how to finish it, but other people clearly find other ways to do it, that work just as well. That's really nice and great.
The second is that she managed to break the game on no more than 2 separate occasions. I mean, she found bugs that I hadn't run into, since she did the levels in ways that I didn't think you could do them. But, I suppose that's a good thing.
-So back on the first point again. I realized early on, that the players would find out how to use the different moves if I do something about them or not. I mean, I could lock the moves down until you get to that tutorial, but that would piss people off I think. What I need to do, is introduce them earlier with a full tutorial, so the player knows what they are and what to do with them. This of course means that I throw out the levels and restart them. This is what I am doing now. I suppose it's for the best, as I went in all cavalier thinking that I was the God of Level Design (chilli) incarnate and my first levels in my first project would be a gift from god. In the long run, I think the new levels will be better and the game will be better for it.
Of course, I'm not totally throwing them all out. Some of the designs are pretty decent overall and work well. But they tend to be in the wrong orders and I want to cover things in a certain - new order. The Old Tutorial Order was:
Jump(climb), Fight, Double Jump, Dash
The New Order needs to be:
All of the movement stuff - Jump(Climb), Double Jump, Dash, Fight.
Putting the Fighting at the end allows me to really focus on that bit first. Since the Fighting is an important bit in the game. After all, the levels are completed by Fighting (well, except for one that I have plotted) a boss. I even figured out in the Script the full Tutorial for the Fighting. So in terms of the order, I need to put that in a spot where I can really bring it forward. The movement needs to come first, and the player needs to be able to experiment with all of the movement at once. Then they need to learn to fight. I mean, for real. Otherwise every guard will be a nuisance and they'll have nightmares about the Knights. I really want the player to be able to fight and be challenged, but I do want them to win in the end. So, in the long term, to do that I need to restructure the levels.
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