View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010010 | Shattered Haven | Suggestion - Art Ideas | Dec 16, 2012 10:36 am | Mar 12, 2013 11:47 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.806 Now I Know Where I Put Those Keys | ||||
Summary | 0010010: Dungeon walls that have 1/4 ceiling inclusion | ||||
Description | While going back over the complete list of levels, I realized I haven't tried to improve one of my favorite levels, the Switch Maze (091). Even though this one is an exploratory puzzle with no danger, I definitely feel that it offers a great change of pace from running from and killing Grays. That said, there's no way we can expand this one with ceilings while retaining the feel and complexity this level offers. So, I would like to have a dungeon wall object that is 1/4 ceiling. This would make for thin horizontal walls that have ceilings included, coupled with thick "standard" ceiling-based vertical walls seamlessly inter-joined. I believe that such walls would help us make the most of a sub-level's real estate when creating mazes. I thought about making a separate request for thin vertical ceiling tiles; if you see merit in this, let me know and I'll create an issue for them as well. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I have come across another level that has many walls, yet cannot have ceiling implementations. Level 40, Jigsaw Grapple Maze, is the one where you're hopping over walls in all directions by using the whip. However, the whip won't reach northbound nor southbound if there is a ceiling block and a wall block to get past. A screenshot of this level is attached. If we decide not to have the new dungeons walls originally described, an alternate solution would be to turn the walls into pits. It wouldn't have the same flavor, but it would function the same way. |
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Level 42, Metal Labyrinth, is a spiral-shaped maze where you reveal the path as you walk it, making the grey disappear. It too would benefit greatly if we had wall/ceiling combo blocks, as its paths won't fit on one screen if wall heights double. |
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Level 48, Upstairs at the Green Hotel, is another one that would greatly benefit from such a tile. I could possibly rework it using wall and ceiling tiles separately, but it would be cramped. Or, I could add a 2nd screen and divide the level in half across both, but that would take a little time. At any rate, issue bumped upward! ;) |
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Yeah, I've thought a lot about this, and it's really quite a challenge. I don't think it's going to be doable. Instead I think I may have something that automatically shifts these sorts of levels upwards into two sublevels or something. |
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That would be neat -- a Dev function that spreads the rows of data out across two sublevels, allowing the designer to then fill in the blanks. |
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Exactly -- I think that's going to be the only way to really solve those two levels and ones like them, personally. The quarter-height walls have a variety of visual troubles with them. |
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Here's a new one for the list: 068 -- Desert Junk Outbuildings. It has a lot going on inside each building in terms of what you can and "can't yet" destroy to make progress. Add to that the already narrow paths and the patrol tags that populate them, and you have a level that needs stretched to support ceilings. :) |
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Cool. Rather than building a tool for this, I'm going to get Josh to take care of these. Thanks! |
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All of these have finally been reworked! Mostly thanks to Josh. |
Date Modified | Username | Field | Change |
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Dec 16, 2012 10:36 am | GameMaker24 | New Issue | |
Dec 16, 2012 10:36 am | GameMaker24 | Status | new => assigned |
Dec 16, 2012 10:36 am | GameMaker24 | Assigned To | => Chris_McElligottPark |
Dec 30, 2012 9:35 pm | GameMaker24 | Note Added: 0029395 | |
Dec 30, 2012 9:36 pm | GameMaker24 | File Added: Screenshot_2012_12_30_21_30_32.png | |
Dec 31, 2012 9:26 pm | GameMaker24 | Note Added: 0029408 | |
Feb 1, 2013 11:58 am | GameMaker24 | Note Added: 0030446 | |
Feb 1, 2013 12:01 pm | Chris_McElligottPark | Note Added: 0030447 | |
Feb 1, 2013 12:11 pm | GameMaker24 | Note Added: 0030448 | |
Feb 1, 2013 12:13 pm | Chris_McElligottPark | Note Added: 0030449 | |
Feb 24, 2013 5:38 pm | GameMaker24 | Note Added: 0030910 | |
Feb 24, 2013 5:39 pm | Chris_McElligottPark | Note Added: 0030911 | |
Mar 12, 2013 11:47 pm | Chris_McElligottPark | Note Added: 0031126 | |
Mar 12, 2013 11:47 pm | Chris_McElligottPark | Status | assigned => resolved |
Mar 12, 2013 11:47 pm | Chris_McElligottPark | Fixed in Version | => 0.806 Now I Know Where I Put Those Keys |
Mar 12, 2013 11:47 pm | Chris_McElligottPark | Resolution | open => fixed |