[project1dev] Re: lowering ceiling trap discussion

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 13:25:00 -0700

So, the temple basement connects to all trap doors?

On Thu, Jun 11, 2009 at 1:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> The three puzzles discussed and agreed are were this:
>
> 1) Picture/painting puzzle that needs to be corrected for the ceiling to
> stop.
> 2) 4 Statues (each a different height) pushed into a specific location in a
> specific order to stop the ceiling.
> 3) Finding a hidden lever or pulley that opens a 'safe' trap door which
> saves you from being crushed or having to restart the room.
>
>
> Kent, if you look at the temple overhead view of the map I gave it shows
> the basement as a connection to the upperfloor if you fall down through the
> trapdoor. Once friction is implemented it would be neat if you were dropped
> onto a giant slide.  Over the weekend I'll work on a sketch for the
> construction of how the ceiling room will be laid out, where the statues
> are, how the drop-floor will work, etc.  Expect something by monday (I'm
> going out for the weekend soon).
>
>
> The sketch I'll run by Eric and talk over with Kent before releasing.
>
>
>
>
> On Thu, Jun 11, 2009 at 3:15 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> color changing puzzle is basically done. it just needs art
>>
>>
>> On Thu, Jun 11, 2009 at 1:14 PM, Matthew Morgan <MMorgan@xxxxxxxxxx>wrote:
>>
>>>  The other one was the painting hue change?
>>>
>>>
>>>
>>>
>>>
>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe
>>> *Sent:* Thursday, June 11, 2009 1:13 PM
>>>
>>> *To:* project1dev@xxxxxxxxxxxxx
>>> *Subject:* [project1dev] Re: lowering ceiling trap discussion
>>>
>>>
>>>
>>> that's good thinkin, you are right this would be a good type of scenario
>>> we could do this for
>>>
>>> On Thu, Jun 11, 2009 at 11:18 AM, 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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>>
>>
>

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