one puzzle is a statue puzzle nick is working on, actually nick had both of them written down, i dont remember off the top of my head On Thu, Jun 11, 2009 at 3:44 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Rorac or Eric - What are the other 2 puzzles that are in this room? > > > On Thu, Jun 11, 2009 at 12:39 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Yes, Rorac. That is what I was asking. So the room completely resets every >> time you lose. If you lose a lot (3x or more) you may get a bonus. Sound >> right? >> >> >> On Thu, Jun 11, 2009 at 12:33 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> I think what Kent was asking is if you can try the same puzzle each time >>> you enter the room, or if you have to try a different puzzle. I feel you >>> should be able to try them as many times as permitted.. >>> >>> >>> >>> >>> On Thu, Jun 11, 2009 at 2:32 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> oh how i envision it is you have a chance at all three puzzles, you pick >>>> the one you want but theres a timer (well... not a timer per say but you >>>> may >>>> get squished or the world may crumble beneath you) so you'd better hurry... >>>> the puzzles would be somewhat easy except you have to do it quick under >>>> duress. they all reset completely if you fall down >>>> >>>> >>>> On Thu, Jun 11, 2009 at 3:06 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> 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. >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >