View Issue Details

IDProjectCategoryLast Update
0010010Shattered HavenSuggestion - Art IdeasMar 12, 2013 11:47 pm
ReporterGameMaker24 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in Version0.806 Now I Know Where I Put Those Keys 
Summary0010010: Dungeon walls that have 1/4 ceiling inclusion
DescriptionWhile 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.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

GameMaker24

Dec 30, 2012 9:35 pm

manager   ~0029395

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.

GameMaker24

Dec 30, 2012 9:36 pm

manager  

GameMaker24

Dec 31, 2012 9:26 pm

manager   ~0029408

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.

GameMaker24

Feb 1, 2013 11:58 am

manager   ~0030446

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! ;)

Chris_McElligottPark

Feb 1, 2013 12:01 pm

administrator   ~0030447

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.

GameMaker24

Feb 1, 2013 12:11 pm

manager   ~0030448

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.

Chris_McElligottPark

Feb 1, 2013 12:13 pm

administrator   ~0030449

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.

GameMaker24

Feb 24, 2013 5:38 pm

manager   ~0030910

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. :)

Chris_McElligottPark

Feb 24, 2013 5:39 pm

administrator   ~0030911

Cool. Rather than building a tool for this, I'm going to get Josh to take care of these. Thanks!

Chris_McElligottPark

Mar 12, 2013 11:47 pm

administrator   ~0031126

All of these have finally been reworked! Mostly thanks to Josh.

Issue History

Date Modified Username Field Change
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