[project1dev] Re: Temple Question (Technical)

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 24 Jun 2009 21:15:33 -0500

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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