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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Mar 08, 2015 7:46 pm Post subject: NES Zelda-like Dungeon in Goldeneye? |
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Just throwing out there an idea for a mission.
I'm envisioning a 3d version of an NES Zelda dungeon. Every room is square and the same size and may have up to 4 doors (north, south, east, and west). Explosives could be used like bombs to blast open certain walls, there could be some rooms with hidden stairwells in them that you climb down to gather other items you need. Keys could obviously be used for locked doors. Drones to fire at you in certain rooms. An end boss protecting a final item you need to collect.
PS - can guards throw collectible body armor? That could mimic hearts. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Sun Mar 08, 2015 11:24 pm Post subject: |
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Hehe, sounds like an interesting concept. And if you're going more simplistic, you'd only need two-to-three different styles of rooms, and recycle them whenever possible. Just the doorways would need adjusting, since paths change as you go, and the number or doors (or explodable walls) would differ per area. I'd certainly be up for checking out a custom map like this. _________________
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Mon Mar 09, 2015 5:20 am Post subject: |
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Pretty sure if a guard is holding BA as an item they will drop it when they die. Plus, it can look like any object.
Could be rather interesting. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Mar 09, 2015 7:26 am Post subject: |
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Another idea - lit up and dark rooms which you can light up with some collectible lantern.
The question is, how would you pull this off?
The only idea I have, and I don't know how this would work, is you have 2 identical rooms placed in the same location with one of the room models having normal lighting in its room model and the other having little to no lighting. You also have 2 separate sets of clipping, one for each room.
So the dark room would be the main room. Then, you use an action block command to change Bond's coordinate to the clipping of the light room when some action is taken (say, using a torch in your inventory or maybe even firing a rocket), and if you elevate that clipping very slightly, he can still exit the room properly and land back on the main level's clipping when he leaves the room.
Only thing is, how do you decide where to change Bond's coordinate to? It would have to be variable to correspond to wherever he's standing in the room when he lights up the room. |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Mon Mar 09, 2015 12:19 pm Post subject: |
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zoinkity wrote: | Pretty sure if a guard is holding BA as an item they will drop it when they die. Plus, it can look like any object.
Could be rather interesting. |
Works in Perfect Dark engine at least. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Mon Mar 09, 2015 5:26 pm Post subject: |
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Room lighting would also be supported by the PD engine, and you'd actually be able to make individual rooms light with actions triggered by using items.
We've had satellites drop out of pockets before. Pretty sure most std. object types are droppable (at least any embeddable type should be). _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Mon Mar 09, 2015 9:57 pm Post subject: |
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Here's a better idea for lighting rooms...
Make them both as props in the same position. Set the bitflags so that the lit room is invisible, and show only the dark room. Each should have no collisions, just like the sections of streets. The clipping takes care of that, anyway. Once you perform the task to light the room, switch which one is visible. You may want a very slow delay before turning the other room invisible, since I'm not sure if you might see the switch happen (being in an abyss).
I think that's the best bet for it. No moving the player around, which can not only cause them to lose certain important pickups, but also affect the layout of the level as a whole. Definitely worth trying the room as prop road.
Only drawback is the clipping tile "lighting" RGB. You'd probably need to make it somewhat neutral. It'll only be noticeable on console or with good plugins that render it properly, but it's something to remember. That would affect the objects and/or characters within that room. So lights on/off would show no change. Minor issue, that I'm sure you could deal with somehow. Depends on what's going on in the room. _________________
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