there ya go... and maybe if you fail 3x then you get the "noob" facet On Thu, Jun 11, 2009 at 2:34 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > They drop into a sub floor which leads them through a previously hidden > entrance back the way they came. Trapdoor opens one way only, and the door > reopens to allow entrance back into the ceiling trap room. > > > > > > On Thu, Jun 11, 2009 at 1:30 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> If the player is to drop out the bottom where do they go? Do they bypass >> the puzzle and go to the beast? Do they have to come back up the stairs and >> try again? >> >> What other 2 puzzles are in there? >> >> I already have a mostly working copy of the color puzzle available on >> kenttest. >> >> >> >> >> On Thu, Jun 11, 2009 at 11:20 AM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> another alternative: we can have the floor fall down one tile at a time >>> till you fall down w/ it :) that works too... >>> >>> the puzzles for this room (and nick can correct me if i am wrong) will be >>> the painting one we discussed yesterday, a puzzle with statues you push into >>> a correct order and one other i forget off hand... only one is needed to >>> open the door and escape but if you fail at the puzzles and the floor falls >>> beneath you that is an easier/smoother transition than if you're squished >>> >>> On Thu, Jun 11, 2009 at 2:18 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> *ponders* although if we built this scene in its own map we could go >>>> over the shoulder for dramatic affect and the fact that its not optimized >>>> would be ok because it is only rendering a small area... i am down with >>>> this >>>> but alan may smack my hand for suggesting it :) or worse! >>>> >>>> >>>> >>>> >>>> On Thu, Jun 11, 2009 at 2:13 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> Trash Compactor esque wall idea is a good alternative. >>>>> >>>>> I don't know about a shoulder cam because the game will not be >>>>> optimized for that view. I would suggest avoiding it most of the time. >>>>> >>>>> >>>>> On Thu, Jun 11, 2009 at 10:55 AM, Chris Sherman < >>>>> cshermandesign@xxxxxxxxx> wrote: >>>>> >>>>>> You totally know he owns copyrights on ceilings and floors of all >>>>>> types! >>>>>> >>>>>> Sent from my BlackBerry >>>>>> >>>>>> ------------------------------ >>>>>> *From*: eric drewes >>>>>> *Date*: Thu, 11 Jun 2009 13:42:00 -0400 >>>>>> *To*: <project1dev@xxxxxxxxxxxxx> >>>>>> *Subject*: [project1dev] Re: lowering ceiling trap discussion >>>>>> george lucas is too busy playing with his jar jar toys to care, and im >>>>>> sure lowering ceilings/crushing walls have been used before he put it in >>>>>> those movies :P haha (but maybe not!) >>>>>> >>>>>> ceiling lowering is better from a puzzle standpoint because we have 3 >>>>>> puzzles for that room that need floor space to perform >>>>>> >>>>>> On Thu, Jun 11, 2009 at 1:37 PM, Chris Sherman < >>>>>> cshermandesign@xxxxxxxxx> wrote: >>>>>> >>>>>>> What if instead of the ceiling lowering you have the walls come in. >>>>>>> Either way George Lucas is gonna be pissed (ie indiana jones for the >>>>>>> ceiling >>>>>>> and star wars for the walls) >>>>>>> >>>>>>> Sent from my BlackBerry >>>>>>> >>>>>>> ------------------------------ >>>>>>> *From*: Nick Klotz >>>>>>> *Date*: Thu, 11 Jun 2009 12:30:56 -0500 >>>>>>> *To*: <project1dev@xxxxxxxxxxxxx> >>>>>>> *Subject*: [project1dev] Re: lowering ceiling trap discussion >>>>>>> You walk into the room, door closes behind you. The ceiling begins to >>>>>>> lower. o.0 >>>>>>> >>>>>>> Haha, on a technical note.perhaps the ceiling should be mostly >>>>>>> transparent so you can see objects within the room with minimal >>>>>>> difficulty. >>>>>>> Or the camera could be focused to a near over-the-shoulder style >>>>>>> (possibly >>>>>>> make a button that switches to 1st person for looking around (can't move >>>>>>> while in 1st person)). >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Thu, Jun 11, 2009 at 12:27 PM, Kent Petersen >>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> This discussion is open to everyone. How would you like lowering >>>>>>>> ceiling trap to visually work? The game is overhead view so I'm not >>>>>>>> sure. >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >