minmay wrote:Not sure why you're making things up about an unreleased mod that isn't even yours. There are no invisible walls in Requiem for Kraken's Arm; all water and map borders are blocked by visible walls. This is even shown in the screenshots!
Umm, when I made a small reference to your Mod I wasn't accusing you of having invisible walls, I very plainly referred (and quoted) to the feature you listed, "There are no underwater areas, all water is purely decorative and you cannot dive into it."
And I wasn't attacking you nor your Mod, I was simply illustrating that what is "immersive" to one person doesn't need to meet the standards of another. You do not allow players to immerse themselves in water, therefore that aspect of environmental immersion is absent in your Mod. It's not a judgement, it's an observation.
minmay wrote:I wonder how many times I have to say this before someone acknowledges it: there are ALREADY "imaginary walls" on the map border for both the party AND projectiles.
Maybe if you wouldn't act so emotional every time you read something that you don't agree with, you would get this acknowledgement that you're demanding? Just offering up a suggestion. I mean, look at one of your replies to the OP earlier in what should be a fun discussion, "What the hell? Why would you let the player stand on the border of the map in the first place if there isn't a visible wall there already???"
So you get upset with me for commenting on "an unreleased mod that isn't even yours" ... yet there you were earlier becoming overly emotional and judgmental about someone elses unreleased mod that isn't even yours. Why, exactly? Try to relax and remember that collaboration with a video game hobby is supposed to be "fun." Even doing dumb things, making mistakes, trying and failing over and over... can be really fun. It's unfortunate that you actively and regularly choose to interfere with the painful (yet fun) aspect of collaboration. There's beauty in the try/fail/learn/grow process. I think you would be pleasantly surprised (and much less stressed) by the result of just letting things happen naturally.
minmay wrote:Items thrown outside the map reappear inside it. How the hell is that an improvement over having a proper projectile collider? Not to mention that you literally just said the party should be able to enter water...
hmph, well you combined a few things to apply a different context to my words. I was literally referring to water that is well within the boundaries of a map. Much like your screenshot here:
http://i.imgur.com/jbHsvEd.jpg
In that screenshot, the water is underneath areas that the player can actively explore. Yet you are choosing not to allow them to dive in to the water, by your own admission. What I am saying is that Grimrock is a game environment where in these types of situations, players are generally allowed to jump in to that water at some point. So fine, you removed immersion by preventing water immersion; what's so upsetting about pointing that out? I'm sure you will have plenty of other fun things for the players to do; again, I'm just commenting on an obvious observation.
On the other end, there is a discussion about water that extends out beyond the borders (eg, Ocean Water). If someone creates a script that returns items thrown outside of the map, then it could be very immersive depending on how that is executed. For example, the screen could have a Hud Print, "a magical force returns the items lost at sea." Or something equally cheesey
If someone casts a FireBall out at sea, then the player could have script that sends that fireball right back at them, while playing a wave file on par with:
http://freesound.org/people/Nanakisan/sounds/253524/
Again, it's all about fun, creativity, and even if you personally think it is stupid/childish/illogical... the great thing about Mod's is that they extend the creators own ideas, which no one is forcing you to play.