Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Posted: Wed May 01, 2013 4:30 pm
Hey!
Both rooms are terrific.
Mahric, I cannot imagine how much work you put in that and I don't understand how half of it is done within the LoG engine. Impressive, and finally an actual practical usage for the stairs "exploit"!
Ancylus, there's so much fun tricks...
Comments:
I've also fixed all the clipping and other issues with The cube's room. The puzzle to get to the lower secret level is now more involved and uses his magic "fixed" torches.
I looked at the clipping in JW's room, but I wasn't sure how to fix it exactly. I guess we would need to spawn the pit dynamically, I saw somewhere that you were to not add pits and trap doors in script, but I never had a problem with it. I just wasn't sure where in his scripts was the trigger to change the floor to a pit and I didn't want to mess up something.
Didn't notice clipping in mahric's room... but you're probably right.
For light leaks, there are some in the central area, I need to model a small very flat pillar to put where we don't want big pillars.
Added a first treasure room on the lowest level, with a message hinting to how swirl keys are to be used. There's nothing in the rooms, feel free to put things there, or we can look at that later when balancing out.
Fixed a few things with my level 5 fire puzzle, it now plays sounds and prints to hud when fireballs hit receptors, it's easier to understand that way.
Ok. So file is again on dropbox, this time for aaneton. I'll also send it to the cube so that he can approve the changes/scripting improvements to his room.
EDIT: Oh, and by the way, for the lightTracker and for the cube's room, I needed a timer. So all the way up on level 1 in the center, there's a script entity named coreScript, in which there is a function coreTimer. That function ticks at every 0.25s no matter what level you are on, so if you want something that does that, just plugin a call to your scripts from there. This way we can avoid multiplication of timers (let's leave multiplication of things to ole' Jesus...).
Both rooms are terrific.
Mahric, I cannot imagine how much work you put in that and I don't understand how half of it is done within the LoG engine. Impressive, and finally an actual practical usage for the stairs "exploit"!
Ancylus, there's so much fun tricks...
Comments:
SpoilerShow
- No real comments on mahric's room, it's great. The last green marble was hard to find in the library, but doable I think. One question: the arena puzzle is a bit long. I didn't try to get the poor scavenger killed while in the 3rd or 4th part, but does it reset all over again, or do you restart from the current setup? If it does restart all the way, maybe it would be worth to put some code to start from the last "checkpoint" (if that's easily doable), as a clicking error for example could prove frustrating
- Ancylus, the sword and potion are items you get to keep for the rest of the dungeon, right? It seems as you would need the potion for something in the room though, as you need to get by the pits puzzle for that. Using both that and the sword, do you think it would be a good idea to plug this as a requirement to get to the last key, for example "Only the pure can pass" text and it lets you pass if all your chars are poisoned (keeping with the inversion theme), this way you have to poison yourself. Just a suggestion.
- Also, maybe think of a hint for the hints. The outside changing text is a fantastic idea, but so easy to miss on. I only noticed it because I looked at the script entities, I never would have thought of going back down the stairs during the room solving, or even reading again the text after completing the room.
- Ancylus, the sword and potion are items you get to keep for the rest of the dungeon, right? It seems as you would need the potion for something in the room though, as you need to get by the pits puzzle for that. Using both that and the sword, do you think it would be a good idea to plug this as a requirement to get to the last key, for example "Only the pure can pass" text and it lets you pass if all your chars are poisoned (keeping with the inversion theme), this way you have to poison yourself. Just a suggestion.
- Also, maybe think of a hint for the hints. The outside changing text is a fantastic idea, but so easy to miss on. I only noticed it because I looked at the script entities, I never would have thought of going back down the stairs during the room solving, or even reading again the text after completing the room.
I looked at the clipping in JW's room, but I wasn't sure how to fix it exactly. I guess we would need to spawn the pit dynamically, I saw somewhere that you were to not add pits and trap doors in script, but I never had a problem with it. I just wasn't sure where in his scripts was the trigger to change the floor to a pit and I didn't want to mess up something.
Didn't notice clipping in mahric's room... but you're probably right.
For light leaks, there are some in the central area, I need to model a small very flat pillar to put where we don't want big pillars.
Added a first treasure room on the lowest level, with a message hinting to how swirl keys are to be used. There's nothing in the rooms, feel free to put things there, or we can look at that later when balancing out.
Fixed a few things with my level 5 fire puzzle, it now plays sounds and prints to hud when fireballs hit receptors, it's easier to understand that way.
Ok. So file is again on dropbox, this time for aaneton. I'll also send it to the cube so that he can approve the changes/scripting improvements to his room.
EDIT: Oh, and by the way, for the lightTracker and for the cube's room, I needed a timer. So all the way up on level 1 in the center, there's a script entity named coreScript, in which there is a function coreTimer. That function ticks at every 0.25s no matter what level you are on, so if you want something that does that, just plugin a call to your scripts from there. This way we can avoid multiplication of timers (let's leave multiplication of things to ole' Jesus...).