[project1dev] Re: Kent!

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 13 Jul 2009 19:27:45 -0700

Still don't know what you mean by Floor_Trap. Was this a separate trap that
you wanted that I have not made yet?

How would you like the swinging log to activate? Will it swing down when
someone steps on a certain spot or?

Alan - How would you do collision for the logtrap Rorac was talking about?
My first thought is to make the mob 2 models. One for the log that swings
and you can step on it the 2nd model would be on the front of the log to see
if it bumps you.

Remind me how the push pillar puzzle would work?

On Mon, Jul 13, 2009 at 7:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> Okay.  Trap Floor will be moved to the firstfloor, along with the push
> pillar puzzle to circumvent.  Spike log will be used in the basement.
>
>
>
>
> On Mon, Jul 13, 2009 at 9:16 PM, <figarus@xxxxxxxxx> wrote:
>
>> I just meant, don't have it fall into spikes or oblivion... Like kent
>> said, it could lead to a basement or obliette type thing
>>
>> Sent via BlackBerry from T-Mobile
>>
>> ------------------------------
>> *From*: Nick Klotz
>> *Date*: Mon, 13 Jul 2009 21:09:04 -0500
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: Kent!
>> Floor_Trap is the one that swings open, but nix for now as per Eric's
>> request.  The spike log swings down from the ceiling and you have to either
>> move back to avoid it, or jump over it--depending on modified player
>> abilities.
>>
>> the spike traps you have made work perfectly for their purposes, no
>> worries there.
>>
>>
>>
>> On Mon, Jul 13, 2009 at 9:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> The X and Y are lined up. I was specifically referring to the Z. No
>>> worries then everything is connected and fine.
>>>
>>> What did you want to do with a spiketrap is the basement?
>>>
>>> The spike trap I have made is very specifically a step on the spikes and
>>> they poke up after a set amount of time. They then lower after a set amount
>>> of time. Like a generic spike trap in most games. I was thinking the game
>>> would just keep track of how many times you were stabbed for character
>>> creation and modify stats accordingly.
>>>
>>> You also mentioned wanting a spike log what would that be?
>>>
>>> Which trap is the Floor_Trap? The trapdoor.lua (the one that falls) or
>>> the tiletrap.lua which is the part that shoots arrows.
>>>
>>>
>>>
>>>
>>> On Mon, Jul 13, 2009 at 7:00 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> 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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