well, i would say scratch that for this temple - this is just a quick character creation temple, no reason to make it more difficult than it needs to be On Mon, Jul 13, 2009 at 9:46 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > The spike log is another trap. Yes, for the false floor where you have to > push the pillar and walk over the pillar to cross. I was thinking either a > drop into oblivion or into a spike trap, but the problem comes with getting > the player out and making them solve the trap puzzle. > > Multiple attempts could lower intelligence stat. > > > > On Mon, Jul 13, 2009 at 8:43 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> alex has the spike log made, or is that not what you want? >> i thought if you failed a trap it would be fail and move on, for character >> creation purposes. did you have something in mind? >> >> >> On Mon, Jul 13, 2009 at 9:38 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> It's not 100%, but is it pretty close? >>> >>> If you already scripted everything in I can leave it. I figured the >>> Z-axis wouldn't matter since it's a new map and you can't tell where you at >>> on the Z as a player. >>> >>> The two Floor_Trap models, can you change those to walkable and script >>> them to swing open once the player gets close to the middle? >>> >>> Requested art! >>> >>> Sharpened logs (for spiketrap in the basement) would that be a problem? >>> >>> Eric - Re: Level design; do some traps require players to restart the >>> room, or are they teleported back w/traps reset? How do you want to handle >>> this? >>> >>> >>> >>> >>> >>> On Mon, Jul 13, 2009 at 6:12 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> Hey dude, your basement is not exactly below your first floor. It's not >>>> really a problem but I know you were saying you were going to design it >>>> with >>>> the exact dimension in mind. Are you going to leave it the way it is or >>>> lower it on the Z-Axis. It doesn't really matter either way but if you do >>>> change it I will need to change my scripts accordingly. >>>> >>>> >>>> On Mon, Jul 13, 2009 at 2:49 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> I will start working on that for you. >>>>> >>>>> >>>>> On Mon, Jul 13, 2009 at 2:24 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>>> >>>>>> Kent, the time has come! I need your scripting abilities for this. >>>>>> >>>>>> I made the basement align with firstfloor, I would like if a player >>>>>> falls through the tile room by leaving the diamond path they appear in >>>>>> the >>>>>> basement in a location relative to where they fell in the firstfloor. >>>>>> >>>>>> For Dev team >>>>>> Also, I am debating if I want to use stairs, or an elevator lift to >>>>>> provide normal access to basement-suggestions? Elevator will require the >>>>>> touches of an artist for gears/pulleys/doors/buttons/whatever, but I can >>>>>> script in basic shapes and Kent can script elevator/mapchange functions. >>>>>> >>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >