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Author Topic: Proposed Feature - Machinery  (Read 8479 times)

Gutter

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Proposed Feature - Machinery
« on: December 10, 2005, 02:52 »

What made the difference between Wolfenstein and Doom, beside the fake 3d, was the "movable stuff". Even in Doom 3, machinery make for a big part (transforming you and so on)

Now I understand that DoomRL is top down, but still. Movable (or rather, sliding) walls could easily be done. The walls would crush you of course if you are in their path.

Movable floor (up/down) could be doable too. Someone would need to find a way to make a "middle" state in ascii. They would be the normal "." when up, maybe a darker one when in the middle, and it would be replaced by lava characters when completely down (thus hurting the player). What would be cool is if the blood and the objects would dissapear when the platform comes back up (lava is hot)

What would be cool is some sort of rotating "gear" like walls. Going round and round.
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pcentella

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Proposed Feature - Machinery
« Reply #1 on: December 10, 2005, 04:54 »

I should note that in Doom and Doom 2, there was no sliding walls, or rotating walls: things only moved up and down. But that could be confusing in DoomRL, as the view is from the top.
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jake250

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Proposed Feature - Machinery
« Reply #2 on: December 10, 2005, 04:58 »

Moving stuff in a turn based game would look, realy, realy odd if you ask me.
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Gutter

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Proposed Feature - Machinery
« Reply #3 on: December 10, 2005, 19:48 »

Quoting: pcentella
I should note that in Doom and Doom 2, there was no sliding walls, or rotating walls: things only moved up and down. But that could be confusing in DoomRL, as the view is from the top.


Well I know that. Thats why I am talking about sliding walls.

Quoting: jake250
Moving stuff in a turn based game would look, realy, realy odd if you ask me.


Not more than wall that explose automagically and instantly.
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JimmyJ

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Proposed Feature - Machinery
« Reply #4 on: December 10, 2005, 20:14 »

This idea sounds......interesting...but the up/down walls would require much changes to the engine, i suspect :|
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Kornel Kisielewicz

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Proposed Feature - Machinery
« Reply #5 on: December 11, 2005, 14:07 »

I tought a lot about that, but crushing ceilings just don't go well with ASCII :-(. Maybe some kind of alternative?
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Kornel Kisielewicz

Gutter

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Proposed Feature - Machinery
« Reply #6 on: December 11, 2005, 23:35 »

Raising floor would be quite easy do to though.

crushing ceiling is impossible IMHO. But rooms with "crushing walls" wouldn't. (think Stars Wars Episode 1's garbage pit ;) )
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Kornel Kisielewicz

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Proposed Feature - Machinery
« Reply #7 on: December 12, 2005, 00:07 »

The problem is that in a turn-based game it's hard to notice that the walls get together :-/, that would be an infinite source of YASDs...
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Kornel Kisielewicz

Gutter

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Proposed Feature - Machinery
« Reply #8 on: December 12, 2005, 16:30 »

Yeah I give you that for the moving walls.

But the raising floor would be pretty straightfoward. Unless I am missing something again
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Kornel Kisielewicz

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Proposed Feature - Machinery
« Reply #9 on: December 12, 2005, 17:07 »

Quoting: Gutter
But the raising floor would be pretty straightfoward. Unless I am missing something again

Depends on what you mean by "raised floor"...
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Kornel Kisielewicz

Gutter

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Proposed Feature - Machinery
« Reply #10 on: December 18, 2005, 17:39 »

Well i'd show you what I mean't if the forum supported colors...

But basically I am speaking about a floor that would toggle between floor tiles and lava times every few turns. You could trow in a "transition" state, represented by dark gray floor tiles. So floor-tiles -> dark gray floor tiles -> lava -> dark gray floor tiles.

When the floor would rise again, all the weapon, blood and ammo would have been destroyed by the floor's journey in lava.
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Anonymous

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Proposed Feature - Machinery
« Reply #11 on: January 06, 2006, 06:37 »

Well, I know Gearhead Arena has a good system for showing floor height.

It uses different colored . to represent height.
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Anticheese

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Proposed Feature - Machinery
« Reply #12 on: January 11, 2006, 08:05 »

Yes, The dark grey ^'s were one "level" above floor level, grey ones were 2 above and white were 3..

Also you would sometimes suffer damage by falling off a two or greater hight (you were at +5 when flying) without going the "long way" (I.E turn off the jetpack or climb down the way you got up

As for depths? all that GHA had was water but they did it just the same, Except using blue ='s.
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Anonymous

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Proposed Feature - Machinery
« Reply #13 on: January 15, 2006, 22:47 »

The use of darker dots to simulate fallen ground would look good.

Of course you would not be able to cross that piece of ground, but bullets/rockets could still go to the other part.

That would also be good for lost souls and cacodemons.
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Anonymous

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Proposed Feature - Machinery
« Reply #14 on: January 17, 2006, 06:07 »

I noticed I still can't sign in...

Any way to retrieve a password? -_-
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