[project1dev] Re: Kent!

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 13 Jul 2009 19:00:00 -0700

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.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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