[project1dev] Re: lowering ceiling trap discussion

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 15:50:22 -0400

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

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