Hello,
For those closing doors, you can have a grinding sound which gets louder
as the door gets closer to closing, or you can have the pitch of the
sound decrease as the door gets closer to being closed. The only thing
is, you would need to place the sounds in the training area so the
player knows what they mean.
David Chittenden, MS, CRC, MRCAA
Thomas Ward wrote:
Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was
that way. You had white keys for white doors, blue keys for blue
doors, and red keys for red doors. However, as I've decided to stick
to a more modern side-scroller format I'll probably just forget about
the color coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by
pulling a lever on the wall, others are unlocked with a key, and
others are a type of trap door that you need to pass through by
unlocking it in a special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is a really cool trap door which
I've been thinking about using in one of my Tomb Hunter games because
it is so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk
Lara Croft over to the wheel, and press the action button on the
joystick to get her to turn the wheel. As she turns the wheel counter
clockwise the trap door slowly slides open above her. Of course, the
trick is to get up there without it closing on Lara. The second you
let go of the action button the wheel starts turning clockwise and the
trap door starts closing. There is this wall nearby with hand holds in
it you can climb up. Problem is by the time you make it about
three-quarters up the wall the trap door is almost closed. The only
way I've found to get through that trap door is to Have her do a jump
upwards, grab hold of the ledge, and then use the vault command to
have her vault through the doorway just before the trap door smashes
the world's favorite archaeologist flat. It is a unique and very cool
trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open
various doors. One door I do remember from Tomb Raider Prophecy you
opened it with a lever, but it was timed. If you didn't run through it
in time the door would drop down and smash Lara Croft beneath it.
However, this might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage
weather or not you could make it below it or not. As that is a purely
visual aspect I'm not exactly sure how I could convey the same
information without using up precious time describing the status of
the doors descent.
Smile.
Phil Vlasak wrote:
Hi Thomas,
I am working on a walk through for MOTA for myself but it may help
other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in
the locked rooms.
The reason I got confused is that you moved the keys around and I was
remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to
change something you already programmed.
thanks,
Phil
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