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Doors half opened/closed
Posted: Fri Jan 02, 2004 12:21 pm
by Gambit37
In the original CSB, level 0, The Maze, there are two doors in the top north east corner that are partially open. One is half open, the other a quarter.
Any chance this can be implemented in RTC?
Posted: Fri Jan 02, 2004 1:36 pm
by PicturesInTheDark
Those would be the section when you're coming from the Ros part, right? Looks a bit like level 12 (HoC) excluded, the little room where you can have some rest from the demons and black flames in CSB if they caught you unawares...
Regards, PitD
Posted: Fri Jan 02, 2004 6:01 pm
by beowuuf
hmm, perhaps taking this a stage further, at the rik of it being ignored...
Can you make some secondary door type (so as not to mess up what exists already) where the four door states be explicitltly stated, and you actually make this door open or close between these door states
So to emulate normal opening/closing action the door would need four open/close effects. And in the meantime you could have fun things like creating doors partially open/closed as mentioned, doors where you need do something slow like wind a mechanism to open and close them (so no quick close to block monsters), or you could create a door that 'jams' before closing, etc
These sorts of doors, i'm guessing, it would be easier not to have them damage monsters underneath - so if monster gets under before they get to a blocking stage, the transitions to close won't finish until the monster is gone. Which would be another nasty surprise!
Posted: Sat Jan 03, 2004 11:52 am
by PicturesInTheDark
*lol* Just saw your picture subtext. You had some party, eh? The door states are a good idea - you could even have to complete different types of puzzles to open them partially with the first and completely with the second completed... and have a glimpse at what is behind in the mean time...
Regards, PitD
Posted: Sat Jan 03, 2004 11:59 am
by Lunever
If Beo's suggestion should be implemented: Could such a door type block monsters by height selection, i.e. a door that would block a golem but wouldn't block worms? That could make some interesting puzzles.
Posted: Sat Jan 03, 2004 12:02 pm
by PicturesInTheDark
Ah the new year's on and we already have a bunch of nice suggestions - I only though of doors opening to the sides so far... excellent idea Lunever! So worms, Gigglers and maybe vexirks would have an advantage in that case...
Regards, PitD
Posted: Sat Jan 03, 2004 12:15 pm
by Lunever
PitD: The problem is, that this could require a change of dungeon format because the monsters would need a height value. Of course to avoid changes in door and monster format a separate door type could be created and in that door type could be defined what specific monsters are allowed to pass when it is not fully opened. But then later dungeon designers would wonder why there are 2 types of doors and why this feature wasn't implemented in the standard door type.
Hah! More weird idea: RTC could analyze how big the graphix of a monsters are so to determine whether a monster should normally be allowed to pass under a hald closed door if there is no exception set for that monster in some dungeon option.
Ok, that might go a bit far, but I generally think that half closed doors would be nice, as would be doors that open to the left/right (parting in the middle), only to the left (maybe even swinging open) or only to the right, maybe even down (opposite direction of normal doors) or up/down (parting in the middle).
But all of this would be just eye-candy if it doesn't have some game-relevant effect like blocking/not blocking certain objects (monsters, missiles).
Posted: Sat Jan 03, 2004 12:25 pm
by PicturesInTheDark
Hmm. Maybe you could use an additional option (like the strength of the door and its vulnerability to fire or bashing) for allowing a certain type of monster through - this could also make some nice puzzles...
Regards, PitD
Posted: Sat Jan 03, 2004 1:55 pm
by beowuuf
monsters don't have height? they must do, as monsters need to be able to walk through thumping doors, so at least 3/4 must still allow access, surely...
and i don't think additional types of door should be a problem ...
even call them strong and weak doors, for example...ones with a mechanism, and one that is too weak to crush
i remember it was discussed giving mosnters height and even height fro mthe ground - for doors, and also for maybe flying over pillars...
Posted: Sat Jan 03, 2004 8:53 pm
by George Gilbert
I think all the "extra" suggestions have already been implemented (although having 1/2 open doors, the original point, still stands).
- Monsters do have a height property (try shutting a door on a mummy and a worm - the door will come down to the right height before going back up again).
- Doors can open in non-standard ways (up, down, left, right, split horizontally, split vertically, split in quarters and fade out I believe). Try cloning a door and setting the OPENS=(xxx) property to see what's possible.
Posted: Sat Jan 03, 2004 10:07 pm
by beowuuf
i thought monsters had height! i htought i'd seen that behaviour! But i didn't want to trust my memory...
Posted: Sun Jan 04, 2004 5:35 pm
by Lunever
Hmm, sorry for not trying out the editor enough to notice myself that all these fine options already exist!
So all that has to be implemented is editor access to how much a door will be closed/opened, the remaining suggestions would automatically work once that feature is available, right?!