temple development by Axl
My conception of the temple general map would be this one
Any additional idea and comments...
i hadn't include the tower yet any suggestion is welcome
Any additional idea and comments...
i hadn't include the tower yet any suggestion is welcome
Last edited by AxlTrozz on 15 Aug 2010, 22:50, edited 1 time in total.
In addition to this, since we are not mimicking real-life 100%, it is not altogether impossible for us to create a snake that is more rounded rather than flat.Len wrote:
reallythe overall shape of head is too short and wide... try to lengthen it
keep in mind that ancient cultures where often somewhat off with their depictions
Labyrinth :
2 x 2 maps (512 x 512 each)
corridors : just 62 pixels wide
walls: 32 pixels wide
wall high: 96 pixels (you wont be able to see the char in the west - east corridors
maps ramdomized: this is a programmers challenge, the idea is every change of map can take you to the same map, to the next one. to any chamber or even outside (this is the best part)
i think we can put a mix of monsters in the Labyrinth,
high power monsters : no-hostile like Khepera*1, Skull*2, Snakes
medium power: hostile like slimes
low power: hostile maggots or any other
This mean that if you are blind (west - east corridor) you would have better chances of survive, but if target and attack any monster at will thats going to be really bad for you (basicaly you will die) and that means only the strongers will survive
*1: Khepera : Golden Giant Bettle, attack in groups no too powerful individually but you have to be fast to defeat them before the group forms around you, nobody can stop them once they are in a group.
*2: Skull: Is the most powelful monster in the temple but is slow in attack, is passive in labyrinth corridors but agressive in chambers.
2 x 2 maps (512 x 512 each)
corridors : just 62 pixels wide
walls: 32 pixels wide
wall high: 96 pixels (you wont be able to see the char in the west - east corridors
maps ramdomized: this is a programmers challenge, the idea is every change of map can take you to the same map, to the next one. to any chamber or even outside (this is the best part)
i think we can put a mix of monsters in the Labyrinth,
high power monsters : no-hostile like Khepera*1, Skull*2, Snakes
medium power: hostile like slimes
low power: hostile maggots or any other
This mean that if you are blind (west - east corridor) you would have better chances of survive, but if target and attack any monster at will thats going to be really bad for you (basicaly you will die) and that means only the strongers will survive
*1: Khepera : Golden Giant Bettle, attack in groups no too powerful individually but you have to be fast to defeat them before the group forms around you, nobody can stop them once they are in a group.
*2: Skull: Is the most powelful monster in the temple but is slow in attack, is passive in labyrinth corridors but agressive in chambers.
Last edited by yosuhara on 11 Feb 2007, 01:52, edited 1 time in total.
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Thought about multiple floors?
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
At the end everyone can open the map (or?), so that doesn't really make a sense, not giving the concept to others. But if you want to, you can pick 5 or 10 ppl's and they can test/ rate itAxlTrozz wrote:Labyrinth: Part II
I would suggest not reveal the labyrinth design here in the forum, only to the concerned people (the least possible) so they can't solve it in advance (hehehehe) but i dont know how to get feedback in that way .
paradogic ?
// Tenn
ok, cosidering there is no point with the secret labyrinth design here is the model...
4 zones, multiple entrances and exits, but in a random way...you know the history, i have a maze generator so if we like something bigger i can generate a new one...
4 zones, multiple entrances and exits, but in a random way...you know the history, i have a maze generator so if we like something bigger i can generate a new one...
Last edited by AxlTrozz on 15 Aug 2010, 22:52, edited 1 time in total.