[project1dev] Re: Temple Question (Technical)

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 24 Jun 2009 19:35:38 -0700

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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