Sounds fine with me too. On Sun, Aug 2, 2009 at 1:01 PM, eric <figarus@xxxxxxxxx> wrote: > It is ok w/ me > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Nick Klotz > *Date*: Sun, 2 Aug 2009 13:16:55 -0500 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Ceiling Trap Design Question > In order to cut back on complexity, script functions, and artwork I propose > the following change: > > In stead of the floor opening up beneath the player dropping them to a > sub-floor and having them walk out the room via a hidden and otherwise > inaccessible passage way > > If player fails to solve any puzzles to get out of the room in time when > the ceiling comes down on the player the screen goes black, room resets, and > the player is transported out into the previous hallway. > > This removes the following tasks: > Creating a script that stops the ceilng, opens the floor, and drops the > player through. > Creating scripts for room entrances/exits, and hidden doors that open only > if certain criteria are met (ie: not solving puzzles) > Creating art and models for sub-floor, hallway, and design concepts > > It also helps optimize because much larger floor models may be used since > the floor will no longer have to open up to drop the player down to the > sub-floor. > > Any arguments against this case or may I go ahead with removing the > sub-floor and additional hallways? > >