Would it be possible to create attributes for specific objects and/or textures? For example, you might have a texture that looks like hot coals and when the party walks over it, they take damage. Or wall graphics/textures that look like spikes, and when the party walks past them they take damage.
Also, and I know I'm getting a little wild here, how about creating 'underwater' parts to a level? You could use a palette shift to create a blue tinge. Perhaps it would work like a pit, but instead of a pit, there's a big puddle graphic. When the party steps in the puddle, they fall down the pit into an underwater area, and start taking damage after say, 1 minute (simulating that they can't hold their breath any longer). Of course, we'd need some nasty underwater monsters too...
Damaging Textures
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may

- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
nice idea but..
I can see where this will go.. People will ask for swiming too. and scuba gear.. and and.. heh!
It's a good idea, but how would you limit it in a resonable way to prevent people from going nuts?
I mean to impliment it now is VERY easy.. take a poison cloud shooter make it look more like a pipe, Then change the graphics to a large blue 50%TRNSP image and then change the sound of the shot to a sound of bubbles or something underwater.. the party takes dammage oh but turn off the part where it gives you poison. So more or less all the code is thereto do it.. but there is the special nature of water that would perhaps make you able to go back up a 'pit' puddle .. (shrug)
any ideas thoughts on where to draw the line and how to explain it?
It's a good idea, but how would you limit it in a resonable way to prevent people from going nuts?
I mean to impliment it now is VERY easy.. take a poison cloud shooter make it look more like a pipe, Then change the graphics to a large blue 50%TRNSP image and then change the sound of the shot to a sound of bubbles or something underwater.. the party takes dammage oh but turn off the part where it gives you poison. So more or less all the code is thereto do it.. but there is the special nature of water that would perhaps make you able to go back up a 'pit' puddle .. (shrug)
any ideas thoughts on where to draw the line and how to explain it?
Some more far-out stuff
I remember seeing a screenshot of the underwater level somewhere in >Black Crypt<, but I never saw it being played out. Does anyone have the game? Maybe it can serve as an example. Also, I think there's water (and boats) in >Knightmare<.
Some more ideas: falling rocks from the ceiling; walls that can be dug through like in >Eye of the Beholder II<; and do you think it's feasible to implement looking up and down - maybe even seeing what's at the bottom of a pit? Also, how about climbing back up a pit or adding a levitate spell like the one in >Stonekeep<?
Some more ideas: falling rocks from the ceiling; walls that can be dug through like in >Eye of the Beholder II<; and do you think it's feasible to implement looking up and down - maybe even seeing what's at the bottom of a pit? Also, how about climbing back up a pit or adding a levitate spell like the one in >Stonekeep<?
Just to go further out...
How specific can we get here with damage? I just remember the comment on the Un-offical DM board where the 'small scorpion' was supposed to be a ruster, that could destroy weapons in the hand. Could options be added for damage like this? For examle, hot coals could destroy any footwear then damage the feet, powerful poison clouds could also (percentage change) start to destroy or poison food/water in the inventory, and also have this effect (destroy food) for water too. I seem to remeber this was in games like Hired Guns on the Amiga.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!