[project1dev] Re: Ceiling Trap Design Question

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 2 Aug 2009 14:33:34 -0700

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?
>
>

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