[project1dev] Re: Temple Question (Technical)

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 24 Jun 2009 19:18:25 -0700

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.
>>>
>>
>>
>

Other related posts: