DRL > Requests For Features
Get a room... and lock it. Oh wait, the ceiling...
bfg9001:
How exactly would you represent the ceiling at its different heights, though?
thelaptop:
--- Quote from: bfg9001 on December 06, 2009, 12:29 ---How exactly would you represent the ceiling at its different heights, though?
--- End quote ---
"Shadow" in the ground. Remember those dots? Well, they can start off white, become gray, and then when it is nearly down, all black.
thelaptop:
--- Quote from: Melon on December 06, 2009, 10:47 ---1) I do not like the idea of the crushing ceiling because you couldn't determine the "pattern of crushing".
If player moves one tile per 0,78 seconds and the ceiling drops down every one second and rises up every one second it means that the players' moves are completely unsynchronized with the "dropping" ceiling. You could see the ceiling rising and lowering, you decide it is time to step in and *BAM* you are crushed to death [;
However one time lowering ceiling would be great idea.
--- End quote ---
Nah, one second crushing ceilings are impossible -- vanilla Doom doesn't even have that. It could be along the lines of 5 seconds or more from up to down and then 5 seconds from down to up again; no sense calling it a tactical diversity if the ceiling does not give time for it to be used.
Kornel Kisielewicz:
I'd have to "nay" that, for the same reason as Specters -- they'd make you have to strain your eyes and watch carefully, not to get instakilled.
thelaptop:
--- Quote from: Kornel Kisielewicz on December 06, 2009, 18:52 ---I'd have to "nay" that, for the same reason as Specters -- they'd make you have to strain your eyes and watch carefully, not to get instakilled.
--- End quote ---
Though there's always one thing that bugs me a fair bit. Why are we only using the foreground colours of the console? Most "dumb" consoles give at least 8 background colours to use, which might be exploitable some how to highlight certain features?
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