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ZylonBane

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Posts posted by ZylonBane

  1. The hardest part would be just programming the player controls to make the rope swing.

    Which part is hard? Overloading the directional controls, or imparting a physics nudge to the player?

  2. The gas arrow taking out torches is intended, as it theoretically "chokes" the torch of air. It was also discussed whether it should be flammable but was decided against.

    Exactly what type of flammable effect was decided against? A small kaboom when gas hits a flame source would add some interesting possibilities.

  3. Personally I think mirror-on-a-stick would be a waste of development time (just lean, doofus), but wouldn't it be relatively simple to have an inventory item that, when "used", temporarily moves the player eye to some point on a held object? A handheld scouting orb, basically.

     

    Actually, now that I think about it, a periscope would be damn handy. Scouting out areas above and below the player has always been a weakness in Thief.

  4. The plan is, you know that once you throw it, you're committed to wherever it lands.

    And that's why they suck and nobody uses them. If you have to go pick the orb up, just go there and don't even bother throwing it.

  5. I nearly never used it, but I liked it :D

    I suspect the scouting orb would have been used a lot more (compared to practically never), if it had an automatic retrieval function. Knowing that wherever I tossed that thing, I'd have to go pick it up to use it again, made it fundamentally unappealing.

  6. I can only offer a guess that the water arrow crystal is a thin crystalline shell containing a liquid. The liquid when combined with air (which happens in a second with the 'whoosh' sound when the crystal breaks, like sulfur trioxide combines with water to form sulfuric acid, with the catalyst for it to happen rapidly contained in the liquid) now has the capacity to dissolve the crystal shell.

    WRONG.

     

    It's magic, dork.

  7. That's primarily due to the particle effects used to create rain. Particle effects, especially over a wide area, are very taxing.

    Weren't you guys going to implement a more traditional precipitation system, where particle effects are only rendered in a specific radius around the player?

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