Would each puzzle only have one chance? or does the trapdoor close back up letting the player try again? On Thu, Jun 11, 2009 at 11:35 AM, eric drewes <figarus@xxxxxxxxx> wrote: > 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. >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >