[project1dev] Re: lowering ceiling trap discussion

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 11:30:05 -0700

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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