thanks for answering all that stuff Kent. It seems like we have most or all tech needed for the temple area. I just wanted to check on some of the functionality to make sure (: As art focuses on the temple and people start to play through it I bet you guys'll get some more gameplay feedback about it. the problem you are havin with the game is kinda crappy ): im tryin to think what could be causin it or how we can debug it better. hey could i see a screenshot of how it looks after you load a map manually where it looks wrong? On Mon, Nov 16, 2009 at 4:10 PM, eric drewes <figarus@xxxxxxxxx> wrote: > art is coming, i dont know a lot about the temple design THUS FAR cause its > been rorac and kent's deal, but I am happy to jump in > > > On Mon, Nov 16, 2009 at 7:08 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Ok, I got some answers for you. I will do my best to answer all of the >> questions. Eric and Rorac, you guys. >> >> First floor >> >> #1 After updating, my games doesn't work. for some reason my game doesn't >> load a starting map after pressing new game. No errors. >> >> #2 I had the impression that the temple would keep track of how many times >> you were hit. Then when you get your perk awards on the end it would be >> based on the amount of damage you took. Less than 5 hits = great perk, more >> than 5 hits = lesser perk. I think impact should also have some sort of >> effect on the player like knocking them or making them blink or something >> like that. >> >> #3 I was thinking there should be some sort of subtle warning. Perhaps the >> path leading into the section would also be tiled differently? >> >> #4 Fall in and done with it. Works as intended >> >> #5 Short size was not intended. Is it short even if you push it as far as >> possible? >> >> #6 If you get across safely you take the elevator down. Getting across >> safely is supposed to count as a bonus >> >> Basement >> >> #1 Basement should be decorated. No events will happen. >> >> #2 Not finished. I think there was supposed to be a staircase there. >> >> Maze >> >> #1 Pillars should count as a collision. Same concept as arrows. >> >> #2 The spikes are avoidable if I'm not mistaken. They will share the same >> concept as the pillars and arrows. Tally the damage reward accordingly. >> >> #3 I put in the pillars for fun. I was thinking there could be some sort >> of bonus for pushing all the pillars to a specific area and successfully >> dodging traps. Nothing official was said on this. >> >> Room after basement >> >> #1 Unfinished puzzle room. This was supposed to be the room where the >> ceiling lowers and the player needs to solve a puzzle. Rorac suggested there >> being multiple puzzles to pick from. One being the picture overlay puzzle. >> >> Lastly >> Go for it. I think the temple could use some new art. I like your red door >> ideas. >> >> >> On Sun, Nov 15, 2009 at 2:15 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> since i hooked this guy up i was runnin around in there and had some >>> questions about stuff >>> >>> First floor... >>> >>> #1 - is this where you enter the temple at? >>> #2 - the first set of traps where when you step on the wrong tiles and >>> arrows shoot. Whats going to be the goal here? Is it that you can't get >>> hit at all? is it that you can get hit a few times? >>> #3 - the path you have to walk where you fall into the basement if you >>> stray from the path. For this one is there going to be a sign or anything >>> that gives a hint that they should stay on the right path or is it they just >>> learn the hard way? (: BTW awesome treasure chest and stand, that thing >>> looks really really good :P >>> #4 - puzzle to knock over the pillar. You can knock over the pillar any >>> time you want but once you knock it over you cant push it anymore. Whats >>> supposed to happen if you knock it over and are unable to cross the gap, >>> just fall in and be done with it? >>> #5 - the pillar isnt quite long enough to bridge the gap, but you can >>> still walk across it then jump to the other side. Is that intended? >>> #6 - when i get to the other side i just fall into the basement, whats >>> supposed to happen if you get across safely? >>> >>> Basement... >>> >>> #1 - I forget, are we going to have anything in there? >>> #2 - near the end (where you exit the basement) there's some weird >>> geometry. What's up with that, is it just not finished yet? >>> >>> Maze room after basement exit... >>> >>> #1 - the pillars fall when you walk through them, are you supposed to >>> avoid them? what should happen if you dont? >>> #2 - there are a lot of spike traps, is there any way to avoid them? >>> what should happen if they stab you? >>> #3 - there's some pushable pillars around, whats the thought on having >>> those guys around? >>> >>> Room after maze room... >>> >>> #1 - this room is still being built right? I just walk up the thing and >>> fall off into infinity hehe... what is this room going to be? >>> >>> Lastly... >>> >>> Not sure if you noticed but there's an entrance to the temple now from >>> the void map. Would you mind if i textured the temple with the same texture >>> on that guy? It'd be temp art but its easier to see what's going on with >>> solid objects (vs transparent) and would look more temple like hehe. Also i >>> have an idea for that "red wall", i was thinkin maybe if you try to "use" >>> the red wal (ie press ie) it does a cinematic type thing where it sinks into >>> the ground. Any objectsions to me making it work like that? >>> >> >> >