Thanks for the kind words on the trap development. I was planning on having the tiles span out the length of the hallway going right. I should be able to finish that up today. I feel that the penalty should be decided on how that test will effect the character creation process. I was thinking that it would just keep track of how many arrows hit the player and decide the players attributes accordingly. I think arrow collision should probably stun the player for a moment or something to that effect but allow them to move on. I was also thinking the tiles should lower quicker so the player would not be able to skip across the top without triggering any arrows. If the tiles do trigger quicker I was thinking the arrows should be semi avoidable. I would also like to make it so the arrows shoot out of a few different spots making them harder to dodge. Any thoughts on that? Eric - How will the first trap section effect the player? Am I thinking something similar to you or? On Tue, Jul 7, 2009 at 10:08 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > Yea, I'm guilty of slacking off a bit over the last week myself. Anyway, > started working on the temple again today. Goal is to finish walling off > the first floor by the time I go out today (around 5-6pm); still coming up > with ideas for how the second floor will be attached/looked, and will have a > rough draft beginning later in the week. > > As Eric said, Alex is working on me with the temple as far as art is > concerned, possibly save me from making 600 temp models, haha. > > Kent, as far as the hallway trap is concerned, is that as far as you want > it to go or did you want to extend it further? Additionally, do we want the > player to have to start over from the beginning of the hallway, or is there > some other penalty for missing a jump? > > > > > On Tue, Jul 7, 2009 at 12:03 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> update... i am still working on art for voidmap but we can get together to >> get the dialogue in for the tent and voidmap, alex is working with nick on >> art for the temple map as well as some character art 3dwise... i think kinda >> everyone is stretched thin right now but trying to plug away :P my personal >> goal for this week is to get the fortune teller art done, the dialogue >> written and the void map finished so i can start working on character >> creation with alan and the temple with nick/alex/you >> >> hey btw, i like the look/feel of the arrow shooting trap - its really >> neat, i also like the way the player falls through the tiles. good stuff >> hombre >> >> >> On Tue, Jul 7, 2009 at 12:57 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Hey everyone. I am back from slacking off all 4th of July weekend and I >>> was wondering how the status of the project is going? What is everyone >>> working on? How close are we to finishing up the voidmap? What still needs >>> to get done? Does anyone need help with anything in particular? I have next >>> week off work and could dedicate a lot of time to the project. >> >> >> >