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More wall types #145

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cxong opened this issue Aug 21, 2013 · 9 comments
Closed

More wall types #145

cxong opened this issue Aug 21, 2013 · 9 comments

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@cxong
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cxong commented Aug 21, 2013

Previously: destructible walls

This was an idea even Ronny had in Cyberdogs. It's perfectly feasible, it's just not clear exactly how this can be made a compelling feature.

Perhaps change dynamite to be the only weapon able to blow up walls? Or perhaps any explosive? This will certainly make those weapons more interesting.

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@cxong
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cxong commented Aug 21, 2013

Wall graphics are chosen on load time in map.c::FixMap(); these will need to be updated whenever a wall is destroyed.

Even better, create wall-broken graphics and use those when there's a boundary between a wall and a broken-wall. There could also be graphics for wall rubble.

@cxong
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cxong commented Feb 10, 2014

Update: changed title to include more ideas (originally only covered destructible walls):

  • Invisible walls
  • Fake walls (can't see through but can walk through)
  • Hidden doors (like doors, but using wall graphic)

@Wuzzy2
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Wuzzy2 commented Sep 16, 2014

I’ve got an idea for this, too:

  • Obstacles / low walls: You can see and shoot through, but you cannot walk through.

This would greatly enhance the Doom campaign.

Technically we already have that with “nothing” but that’s a hack.
I think one simple possible way to draw the low walls is drawing them like the full walls and using the same texture, but in half of the height.
Or maybe let the editor select custom wall texture and color, independently from the normal walls, for a little bit more diversity.

@cxong
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cxong commented Sep 22, 2014

@Wuzzy2 I think the low walls are an excellent idea, it can be used to set up some interesting gameplay.

One question is how would grenades work? I think most people would expect to be able to lob them over the walls. Do they bounce off if they happen to be too low? What about bouncing on top of the low walls? Would this work well for a top-down game?

@Wuzzy2
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Wuzzy2 commented Sep 22, 2014

I think you should be able to toss grenades over low walls without problems. Don’t check for the wall height, the game should just make sure granades always get over the low wall.

When a grenade falls exactly on the top of a low wall, they shall simply continue bouncing in the same direction like on a normal floor.

I think checking the wall height meight just be a mess and I guess would be kind of difficult to use in actual gameplay. It also would be consistent because the height is also not checked with objects (like crates). So don’t check the height unless you’re willing to height-check the normal objects, too.

Just keep things simple. Maybe this is perhaps not the most realistic setup but who cares about that anyways? ;-)

@cxong cxong mentioned this issue Jun 14, 2015
@cxong
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cxong commented Jun 14, 2015

Split the low wall idea to #361

@cxong cxong mentioned this issue Dec 9, 2016
@cxong cxong added the blocked label May 2, 2018
@cxong cxong modified the milestones: Backlog, 0.6.8 May 7, 2018
@cxong cxong modified the milestones: 0.6.9, 0.6.10 Oct 30, 2018
@cxong
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cxong commented Nov 5, 2018

Split destructible walls to #567

@cxong
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cxong commented Jun 26, 2019

Other ideas:

  • Force field / shield (can walk and see through, cannot shoot)
  • Fake wall / smoke screen / bush (can walk and shoot through, cannot see through)
  • Bullet-proof glass (can see through, cannot walk or shoot through)

@cxong cxong modified the milestones: 0.7, 0.8 Oct 10, 2019
@cxong cxong modified the milestones: 0.7.1, 0.8 Nov 21, 2019
@cxong cxong modified the milestones: 0.7.2, 0.8 Dec 19, 2019
@cxong cxong removed this from the 0.7.3 milestone Dec 27, 2019
@cxong cxong added this to the 0.8 milestone Dec 27, 2019
@cxong cxong removed this from the 0.8 milestone Feb 24, 2020
@cxong cxong added this to the 0.8 milestone Mar 10, 2020
@cxong
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cxong commented Mar 10, 2020

This is being done as part of #475

@cxong cxong closed this as completed Mar 10, 2020
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