Re: [Magicor-devel] about trapola comments by Fred
Status: Beta
Brought to you by:
petgeb
From: wagner f. <fre...@im...> - 2007-03-25 10:29:15
|
On Sat, Mar 24, 2007 at 03:07:21PM -0300, Claudio wrote: > The diference with spikes it is that nothing can touch the trapola, nev= er. If you let touch one time, you reduce the difference, actually. Other d= iference it is that enemies activates the trapola, with target player, even= is player it is not near. Sliding fires activates. If you freeze an ice ov= er a trapola, you die (in spikes you cant freeze). Activation can come from= both sides ( up and down) of trapola. ok, maybe i made myself not too clear when I speak of difference I speak in term of level design, in terms of "what do trapolas forbid the player to do ?" If i have a trapola level I could replace the trapola with very quick spikes=20 what the trapola does is forbid the player to throw ice over and under it or to walk on it same for the spikes : the player can't throw ice over and under them or walk on them=20 so basically, if I replace a trapola in a level by quick spikes the solution for that level doesn't change (for example in pompei6z) (this is not entirely true, there is one possibility of levels behaving differently for example in pompei3z) so trapolas don't allow me lots of new level ideas since their power is almost the same as spikes but if we allow different kinds of trapolas (with states) i see lots of new level possibilities opening because the player should have to be careful about his choices of whether or not cross the trapola i think it wouldn't take too long to implement new kind of trapolas. also you could keep your levels unchanged claudio by putting in the map=20 "half-broken" trapolas instead of trapolas but then again it's just an idea, it's ok for me if you don't agree with that or if we do that later see you, Fred |