[project1dev] Re: Temple Question (Technical)

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 24 Jun 2009 19:45:07 -0700

wow ouch!
On Wed, Jun 24, 2009 at 7:39 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> "main map area do you mean where you first choose a map to go to where
> there's the spinning cubes and such?"
>
> Yes.
>
> Okay, good point Kent. I will try to build the entire temple as a single
> map and see what happens. (:
>
>
> On Wed, Jun 24, 2009 at 9:35 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> main map area do you mean where you first choose a map to go to where
>> there's the spinning cubes and such?
>>
>>
>> On Wed, Jun 24, 2009 at 7:32 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>
>>> Okay, what I am going to do then is build the first and first part of the
>>> second floor together, put the maze as another map, then the ceiling and
>>> beast rooms as a third
>>>
>>> By the way, on the main map area, I get an average of 21 FPS. Shadows on.
>>>
>>>
>>> On Wed, Jun 24, 2009 at 9:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> It is pretty intricate
>>>>
>>>> Hard to say if it will be necesary to split it up or not!
>>>>
>>>> If you want to play it safe split it up, if you want to see if we'll
>>>> have problems or not leave it one map.
>>>>
>>>> i dunno i think we wont know til it's built
>>>>   On Wed, Jun 24, 2009 at 7:26 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>
>>>>> Basically what I am worried about is cost.  I can put the entire thing
>>>>> into the same map if that is what you want.  Otherwise, what I am asking 
>>>>> is:
>>>>> if the areas should be partitioned.  First floor + basement under the
>>>>> diamond path, followed by the maze, then ceiling trap/beast room,
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Wed, Jun 24, 2009 at 9:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> ok
>>>>>>
>>>>>> On Wed, Jun 24, 2009 at 7:15 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> Well concerning camera, I don't believe that would be an issue with
>>>>>>> this because I can make the ceiling very high to compensate for the 
>>>>>>> angle.
>>>>>>>  I'll get a cheap outline to show you what I mean specifically in a few
>>>>>>> minutes. (:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Jun 24, 2009 at 9:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> images would help yeah!
>>>>>>>>
>>>>>>>> from the sounds of it, cost isnt an issue but multiple levels
>>>>>>>> stacked on top of eachother could be difficult to deal with because of
>>>>>>>> camera concerns.
>>>>>>>>
>>>>>>>> There used to be a setting (that is broken now but could be fixed)
>>>>>>>> in config.lua where basically if an object was inbetween you and the 
>>>>>>>> camera,
>>>>>>>> the camera would pop to be in front of the object so the player is 
>>>>>>>> never
>>>>>>>> obscured.
>>>>>>>>
>>>>>>>> If I fixed it we could just have that be the norm, and that would
>>>>>>>> fix the problem of the player being on floor 1 while the camera is 
>>>>>>>> lookin at
>>>>>>>> the player from floor 2.
>>>>>>>>   On Wed, Jun 24, 2009 at 7:02 PM, Nick Klotz <
>>>>>>>> roracsenshi@xxxxxxxxx> wrote:
>>>>>>>>
>>>>>>>>> With the current layout I have three separate floors for the
>>>>>>>>> temple. At this time, the floor with the diamond path is connected to 
>>>>>>>>> the
>>>>>>>>> basement, if you stray from the path you'll fall directly into the 
>>>>>>>>> basement.
>>>>>>>>>  If you get through, there is an elevator that takes you down to the
>>>>>>>>> basement.  Should the first floor/elevator be built on its own map, 
>>>>>>>>> and
>>>>>>>>> script the player to the next room via falling (in which case no 
>>>>>>>>> matter
>>>>>>>>> where you fall you end up in the same spot)/elevator, or should I 
>>>>>>>>> include
>>>>>>>>> the basement along with the same map, and partition the maze/ceiling
>>>>>>>>> trap/beast rooms into separate maps in order to keep the cost down?
>>>>>>>>> Images provided if necessary.
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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