[project1dev] Re: lowering ceiling trap discussion

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 12:06:36 -0700

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

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