[project1dev] Re: lowering ceiling trap discussion

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 13:11:27 -0700

I'm trying to design a trapdoor right now. I am planning on designing it as
a tile that will move out from under the players feet when a condition is
met. For example straying from the diamond path or failing a puzzle or
whatever. If I make the trapdoor this way the temple will need to be built
with holes connecting the top and bottom floors that I will be able to tile
over with the trapdoor tile. Does anyone see a problem with this?

On Thu, Jun 11, 2009 at 12:50 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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