metal dawn on 12/3/2005 at 06:37
Neither of the choices interests me. Both suck.
Yeah, I'm quite aware I'm being negative.
I guess if I really had to choose, I'd pick inaccessible, since instantly death by just touching the water is unrealistic.
jtbalogh on 12/3/2005 at 09:09
Add fenced off death water to the poll.
Add shallow water to the poll.
Add empty basins and canals to the poll.
If I am going to be blocked, might as well be a visible obstacle. If I am going to die, it might as well be from a long fall into an empty swimming pool.
Raven on 12/3/2005 at 09:36
I think in any FM created with the constraints of such bad design decisions, the engine flaws should be mercilessly mocked with ad-hok/unbelieveable plot development.
"I have an easy job planned for tonight, steal Lord Bafford’s Sceptre. The deadly cryptosporidium scare still haunts the city, so I better not go swimming.... dieing of sh!ts... eugh...
Here's to the Burricks... those poor taffers"
van HellSing on 12/3/2005 at 09:55
Quote Posted by jtbalogh
Add fenced off death water to the poll.
Add shallow water to the poll.
Add empty basins and canals to the poll.
If I am going to be blocked, might as well be a visible obstacle. If I am going to die, it might as well be from a long fall into an empty swimming pool.
Not all situations can be handled this way. Adding these to the poll would make it obsolete for me.
oDDity on 12/3/2005 at 10:33
:idea: How about just making levels with no bodies of water in them?
I haven't counted it up, but at least 60% of the T1&2 OMs had no swimmable water.
van HellSing on 12/3/2005 at 10:46
Now why haven't I thought of that :rolleyes:.
downwiththatsortof.. on 13/3/2005 at 16:39
Quote Posted by van HellSing
Not all situations can be handled this way. Adding these to the poll would make it obsolete for me.
Maybe from a different genre, but GTA3/GTA:VC was an interesting example.
It had deadly water in many places if you jumped/fell in, but if I remember,
had a few rocks and shorelines.
There was an intermediate zone of shallow water between shore/rocks
and the main "sea" so you could splash around the edges but die if you
went too far. I think that would be somewhat acceptable in T3 also. (Of course
GTA:VC also had boats and I think they have now made swimmable water
in GTA:SA? but anyway..)
I wouldn't mind seeing a trail of stepping stones in an FM to go from A to B,
surrounded by deadly water to catch you if you fell off.
jtbalogh on 14/3/2005 at 04:15
Quote Posted by van HellSing
Not all situations can be handled this way. Adding these to the poll would make it obsolete for me.
Thanks for considering it. Good poll though. In the spirit of good sport, my answer is deadly over invisible, while reserving the right to prefer shallow.
For deadly water, a player has free will and should be able to fall in water and die. Invisible barriers would seem more like a dumbed-down feature like others things are for XBox.
Maybe use alternatives to deadly water as moving textures of lava, acid, pahrana, whirlpools, etc. if the theme of the FM permits. The texture of deadly water if used can be darker than shallow water. Deadly water by itself would be acceptable if meant as a trap and forced to solve a puzzle. Since not everything is a puzzle, than shallow water was the alternative for FMs.
Quote Posted by downwiththatsortof
... intermediate zone of shallow water ...
Good ideas. In addition, shallow water can be everywhere with an invisible floor at 5 feet deep so Garrett keeps his head above water as normal person do. Garrett would sure appreciate that ;). Simulate rivers, canals, sewers, etc. that you survive, not die, on. Use barriers like cliffs, walls, etc. to prevent movement beyond map like in old thief games.