[project1dev] Re: lowering ceiling trap discussion

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 14:35:41 -0400

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.
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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