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