You could move that particular trap to be on the floor above and have it drop you into the basement as well On Mon, Jul 13, 2009 at 6:49 PM, eric drewes <figarus@xxxxxxxxx> wrote: > 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. >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >