[project1dev] Re: Temple Concerns and Decisions

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Jul 2009 16:20:00 -0500

I also had to change the arrow counter directory to reflect the appropriate
file, and the link to the temple within Alan map.



On Tue, Jul 7, 2009 at 4:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> The only thing that comes to mind is the dofile. In the beginning of
> templemap.lua there is a part that looks like this
> -----------------------------------------
> --Geometry
> -----------------------------------------
>
> dofile("./scripts/maps/templemap_geometry.lua");
>
>
> Just make sure that is accurately updated.
>
>
> On Tue, Jul 7, 2009 at 1:40 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> In order to break it down into separate maps I want to move and rename
>> some files, specifically these changes:
>> Add folder FirstTemple inside scripts/maps
>>
>> Rename templemap to FirstFloor
>> Rename templemap_geometry to FirstFloor_Geometry
>>
>> Move FirstFloor and FirstFloor_Geometry to new location
>> scripts/maps/FirstTemple
>>
>>
>> Kent, will any of the above changes effect your scripts?
>>
>> PS: All art will stay inside its current folder.
>>
>>
>> On Tue, Jul 7, 2009 at 3:37 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>>> just break it down into different maps, why not?
>>>
>>>
>>> On Tue, Jul 7, 2009 at 4:07 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>>
>>>> There will be more work depending on how exact you want it. I could use
>>>> the gridtest system I set up to determine where the player is when they 
>>>> fall
>>>> down. All and all, it doesn't seem to difficult to have that happen
>>>>
>>>>
>>>> On Tue, Jul 7, 2009 at 1:05 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> Yes you can
>>>>>
>>>>>
>>>>> On Tue, Jul 7, 2009 at 1:02 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>>
>>>>>> My two biggest concerns with designing the temple as one large map
>>>>>> instead of breaking it down are: cost issues, and being able to see other
>>>>>> parts of the temple before you're supposed to (via camera angle).
>>>>>>
>>>>>> Unless these can be put to rest by using different techniques (ie: not
>>>>>> loading certain parts into memory until they're within a certain 
>>>>>> distance)
>>>>>> or some other way I haven't come up with, I will begin constructing the
>>>>>> second part of the temple as a separate map.  This brings up another
>>>>>> questions however.  Is it possible to have the player fall into the 
>>>>>> basement
>>>>>> in a specific position depending on which tile the player falls through?
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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