I've noticed that, with the February 24th update, the rope behaves
times, I can climb the rope with a weapon drawn, but not while
I can climb the rope with a weapon holstered, but only if I jump from
the side, rather
than directly under. If I manage to climb the rope with a drawn weapon,
I still can't
leap to the stone ledge, but I can climb all the way up the rope.
I'm currently looking into this particular bug. Some people have it and
some don't seam to be experiencing it. I have this one on my watch list
for looking into this week while i work on Beta 2.
Also on the first "stage" with the rope: Sometimes when picking up
objects, my weapon
is unselected, leaving me wielding the torch.
Yes, it is suppose to be like that. You need to select a torch, light
it, and then switch bak to your weapon. Just game mechanics on how the
engine was written here.
I wonder if the warning message for hazards can come two steps before a
than one? If you're sprinting, it's rather hard to stop on a dime like that.
I know. That is why you should slow down before getting to close to a
fire, chasm, lava pit, whatever. I don't want to use 2 steps as that
might make things too easy. You know what I mean?
I'm also slightly baffled at the water mechanics / torches. Apparently,
losing oxygen in this particular body of water, so it's sufficiently
that she has to swim. How is she able to keep the torch from
extinguishing in such
conditions? Is she swimming with one arm while holding the other out of
As a matter of fact it is a bit of a bug in this case because the water
isn't that deep in that room. In other rooms in the game it could be
deeper requiring her to go under in places. So more work needs to be
done in that area to determine if she is waiding through water or
actually swimming under it etc.
Shadow dragon Asked:
Any chance the jumps could be extended so she actually gets off the
ground, then lands?
Well, the game actually does have Angela jump over the trap, item, etc
in real time using proper physics modeling. What I think is happening
is processor speed is so fast that the jump happens so rapidly it
doesn't sound like a long or short jump to you. At any rate i can put
pauses in there to make it sound like it was a longer jump.
Shadow Dragon Said:
Maybe you could have rolls as well depending on how well trained
you picture angela being, if you crouch and hit the right arrow she
could roll forward
and thus, avoid an attack aimed at her previous location, then come up
roll and strike. That would mean that a range factor would have to be
which would add another level of complexity to the game though.
I do like the idea, but probably not in this first Tomb Hunter game. i
do have future games in the series planned, full 3D FPS versions, and
obviously I want to save some special moves, features, and story game
ideas for a future release.
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