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Beta 4 - Dropping items
#11
764D5B404D5A220 wrote: Isn't limited inventory space part of the game? That's why there are backpacks.

When I think of it I always try to put the shields on places where you can avoid them if you don't want them.

The dropping shield option may sabotage a few of Freddy's mansions, too (at least one). Has anyone heard of Freddy lately by the way?

Hmm. I don't recall any of Freddy's mansions where shields weew any issue. Actually, Freddy doesn't like shields. He is THE key-and-door man Wink
Which mansion are you referring to?
Freddy and I communicate a little via e-mail and Facebook. I am not sure if he will ever return to the forums.
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#12
3B2B3C3535590 wrote: Yes, but sometimes it is impossible and then you are stuck if the key is needed to move on, like in
The Great Escape
easy. 

Agreed. I've actually gotten stuck in one or two custom mansions with scenarios like this, since sometimes it is impossible to pass up a shield, and when I'm not paying attention I end up with lots of extra shields. That can be a tough scenario to test for, too.

On the other hand,  one could include this into the challenge of a mansion. I could see a somewhat smaller custom mansion where keys and shields had to be picked up in a certain order in order to get everything, but boy what a headache that would be to set up...
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#13
685558695F5F5D5F563A0 wrote: [quote author=3B2B3C3535590 link=1310973849/9#9 date=1311156622]Yes, but sometimes it is impossible and then you are stuck if the key is needed to move on, like in
The Great Escape
easy. 

Agreed. I've actually gotten stuck in one or two custom mansions with scenarios like this, since sometimes it is impossible to pass up a shield, and when I'm not paying attention I end up with lots of extra shields. That can be a tough scenario to test for, too.
Oï, feel free to mention this sort of things in a To Be Fixed thread. I'll see to make some changes to TGE Easy, you shouldn't get completely stuck because of careless planning (designer's intent is something else Wink but not the case here).

Sorry about the frustration!
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#14
4C5C4B42422E0 wrote: [quote author=764D5B404D5A220 link=1310973849/5#5 date=1311104005]Isn't limited inventory space part of the game? That's why there are backpacks.

When I think of it I always try to put the shields on places where you can avoid them if you don't want them.

The dropping shield option may sabotage a few of Freddy's mansions, too (at least one). Has anyone heard of Freddy lately by the way?

Hmm.  I don't recall any of Freddy's mansions where shields weew any issue.  Actually, Freddy doesn't like shields.  He is THE key-and-door man  Wink
Which mansion are you referring to?
Freddy and I communicate a little via e-mail and Facebook.  I am not sure if he will ever return to the forums.
Ah, please send him my regards. I hope everything is well for him.

If I remember well, in one of his mansions he started by filling up your inventory with shields, and then put the exit key just there within reach, but you couldn't get it because of the shields [smiley=evil.gif]

Ah no, wait, maybe he filled the inventory with keys. Was it called 'The seventh key'?
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#15
And the red key issue pointed out by brell has been fixed.
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#16
I must say my idea is more elegant after hearing Vern's.

Vern's idea would require extra documentation, would be more bug prone, etc. It would work and solve the problem, but it might be a case of
more harm than good.

There are no cases (and really shouldn't be) where a player can have 8 keys in their inventory and no doors to open with them.
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#17
Didn't mean for my comment to come across conceited if it did. Smile

I'm in favor of seamless solutions. Adding keys to drop items just makes the game a bit more kludgy and makes people think
this is really unnecessary if they had designed the levels correctly.

I feel similarly about
suicide
but I can understand that that might be necessary.
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#18
2E25272B2632252A2A440 wrote:
I feel similarly about
suicide
but I can understand that that might be necessary.
I see this more as a testing convenience rather than a game feature, which is why I'm glad it was done using the cheat code mechanism rather than a normal key command.
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#19
4D707D4C7A7A787A731F0 wrote: [quote author=2E25272B2632252A2A440 link=1310973849/16#16 date=1311180736]
I feel similarly about
suicide
but I can understand that that might be necessary.
I see this more as a testing convenience rather than a game feature, which is why I'm glad it was done using the cheat code mechanism rather than a normal key command.
Agree.
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#20
I see suicide as a way to escape unintended stuck situations in custom mansions that may not have been as thoroughly tested. It *can* happen, but never *should* happen.
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