yes that sounds good. they are easy to dodge right now but i like the way it works, very smooth and fun. i actually think the arrow area could be the whole length of that hall way and be really fun but i leave that to your discretion. as far as character creation goes, i am with you, the more arrows hit, the lower bonus to agility you receive, etc. On Tue, Jul 7, 2009 at 1:16 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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. >>> >>> >>> >> >