View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018105 | Starward Rogue | Suggestion | Jan 1, 2016 7:02 pm | Jan 12, 2016 8:09 pm | |
Reporter | Pepisolo | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.207 | ||||
Fixed in Version | 0.804 | ||||
Summary | 0018105: Room transitions to the boss sometimes awkward -- one way teleport idea. | ||||
Description | Whenever entering a boss room, especially those with that long corridor around the outside it feels weird seeing the boss already doing its patterns while you're still on the way -- feels like I'm late for a bus or something. A solution to this would be to first lead the player to a kind of psyche yourself up room -- which would be a small room that is part of the boss map -- which contains a one-way teleporter. Slightly bigger and grander looking than a normal one, which leads to the boss room. Upon entering the boss room, the fight begins, and the teleporter is made inactive until the boss is defeated -- no retreating through it. This seems like it would give a smoother transition to the bosses, especially for those with long corridors on the outside that don't really seem like they're part of the overall boss design. | ||||
Tags | No tags attached. | ||||
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What I'd like to do here is just define a position in the room editor (which, technically, is already done with these while I"m testing them) and simply have the game load the player into that position upon room entry. It could make some things easier and cause the bosses to be a little easier to balance, because the player wont have to wade through an already expanded wall of shots. Often, you're not meant to deal with bullets that have flown that far from the boss. Something like Wallmaster or Mirror are both good examples. It's not a change I can make on my own though. This actually is likely to be an absolute necessity for the Misery-difficulty bosses, now that I think about it. Though there arent much of those to test for yet, as Crystal Mother is the only one with such a pattern right now. |
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Some kind of smoother transition seems like a necessity, I think, yeah. |
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For 0.804: * Now when you enter a floor boss room for the first time, if that room script has a player starting location defined, you're placed there instead of at the door. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 1, 2016 7:02 pm | Pepisolo | New Issue | |
Jan 1, 2016 7:10 pm | Pepisolo | Description Updated | |
Jan 1, 2016 7:10 pm | Pepisolo | Description Updated | |
Jan 4, 2016 6:07 pm | Misery | Note Added: 0043967 | |
Jan 4, 2016 6:09 pm | Misery | Note Edited: 0043967 | |
Jan 4, 2016 7:13 pm | Pepisolo | Note Added: 0043972 | |
Jan 12, 2016 7:34 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jan 12, 2016 7:34 pm | Chris_McElligottPark | Status | new => assigned |
Jan 12, 2016 8:08 pm | keith.lamothe | Note Added: 0044093 | |
Jan 12, 2016 8:08 pm | keith.lamothe | Status | assigned => resolved |
Jan 12, 2016 8:08 pm | keith.lamothe | Fixed in Version | => 0.804 |
Jan 12, 2016 8:08 pm | keith.lamothe | Resolution | open => fixed |