wooden door (single- or double-tile, single door or double-doors)- open, open & stuck (spiked), closed, closed & stuck, closed & locked, closed & locked & stuck, closed & barred, partially destroyed (here's Johnny), destroyed (kick has chance to increase break state per strike, if barred, can only be burned down, which should probably take a long time and smoke up the whole dungeon to strongly discourage it)
metal gate (single- or double-tile, single gate) - open, closed, closed & locked, broken & hanging by one hinge, broken & lying on ground (only explosives or some monsters can damage)
solid metal door with eye slot (single- or double-tile, single door or double-doors) - open, closed, closed & locked, closed & barred (indestructible in any state)
HOW THEY WORK
Some doors start stuck.
If locked and have key, open. If stuck, do damage to door; enemies will try only break door locked or stuck doors if chasing someone
keys to chests and doors (tiny items) can be found in environment and on cultists, and used automatically to lock or unlock a door with a tap of interact key.
Doors, also have an open w broken latch state
Padlock as separate item on gates, can be closed again
Only a few different keys and a skeleton key item
Historical background:
"The favored key for casket locks was a pipe key. The bit (the specially shaped end of a key) had to fit the turning mechanism, but the hollow shank also had to fit a pin, for extra security. Hollow shanks and pins could be made square, hexagonal, or any other non-round shape. Doors usually used solid keys, and sometimes the lock permitted access from both sides of the door, so the same key could lock in or out. Doors in Norman castles typically had dead bolts, which had to be turned a full turn since the key was directly sliding the bolt.
Lock technology always presumed some kind of human guard. Locks might be smashed, as could the chest itself, but this would make noise. Most locks could be picked with skill and determination; they couldn’t really keep thieves out, but they could slow them down. Extra-secure caskets were reinforced with iron bands and had multiple locks. Even if one could be picked, the next ones might be harder or the guard might come on his rounds and catch a thief.
Late medieval lock technology became very complicated and specialized, for those who could afford to pay for custom work. The finest locks had no visible keyhole; the owner of the chest knew where to press a spring that popped a slide back, exposing the hole. The spring, slides, and holes were all concealed with fancy carving or painting, of course. In the best work, there might be several layers of security like this, in addition to a custom-made lock with only one key. Eventually, locks were better than the wooden doors and boxes they guarded."
when you move through an area, do you keep the doors open or closed?
Faster retreat, but more noise spread and someone may creep up behind you.
Closed doors can be heard opening - to your detriment or benefit.
Doors are typically found closed, so one that's opened may invite investigation.
This could be used to lure someone into a trap.
Check out The Last of Us: Part 2 for its doors
Half life Alyx realistic doors and bars
Mythic Underworld style, enemies can open stuck doors automatically unless doors are spiked.
breaking hinges, latch, or door should be separate options
TODO
WHAT'S LEFT:
doors need to spawn appropriately in the world - 1hr?
Please comment room graph and door placement code a bit better for eh_jogos. Think how to, in current system, make one or more rooms only have one door without breaking map connectivity. For instance, stairs down.
door maybe 60% of the time, not 90%
have 'drop sound' type signal when door hits wall or its angle limit
area around door or collision with door so that if a character is in it (or maybe item hits it too), door doesn't sleep (avoids that 'push against' bug)
Doors should slowly close on their own if not spiked open
When a cultist approaches a door, it should open rapidly (no character animations needed for now) (#511)
new door mesh - Kendarr sent it to you along with the broken I think.
replace queue_free on destruction with broken door mesh (also in that pack) and give impulse to pieces when broken (based on how close to center of damage location? that part's optional)
doors should sometimes randomly be stuck, maybe 20% of time?
if door stuck, shake door and play ineffective sound
random directions, the doors - currently all NORTH doors open one way, for instance, so if I walked through the map a certain way, all doors open towards me, for instance. Just have them 50-50 one way or reversed (not mirrored, just rotated 180)
cultist should close door behind themselves after they pass through it
Stewie's Navigation obstacle avoidance thing
Weird degenerate door on the first level: Generation Seed: -9974
Different type of degenerate door situation, this one may not really be fixable...I mean...check if door opens towards doorway 1 tile away then flip door or remove it? Generation Seed: -48577
SBTF style: maybe stuck doors you can push against, they squeak a lot as well as being able to be kicked down
If open, apply physics, which can damage and knockdown enemies.
Barred doors can be opened by lifting the bar from one side; enemies will never lift bars
Show little lock symbol when locked, bar or no cross when barred
stuck doors should still have a tiny amount of give to them, smaller than locked doors, maybe a single degree or less of movement when grabbed or kicked
Tap interact key should now knock on the door, making noise and applying a very small impulse
Do at same time as #375
TYPES OF DOORS
wooden door (single- or double-tile, single door or double-doors)- open, open & stuck (spiked), closed, closed & stuck, closed & locked, closed & locked & stuck, closed & barred, partially destroyed (here's Johnny), destroyed (kick has chance to increase break state per strike, if barred, can only be burned down, which should probably take a long time and smoke up the whole dungeon to strongly discourage it)
metal gate (single- or double-tile, single gate) - open, closed, closed & locked, broken & hanging by one hinge, broken & lying on ground (only explosives or some monsters can damage)
solid metal door with eye slot (single- or double-tile, single door or double-doors) - open, closed, closed & locked, closed & barred (indestructible in any state)
HOW THEY WORK
Some doors start stuck.If locked and have key, open. If stuck, do damage to door; enemies will try only break door locked or stuck doors if chasing someone keys to chests and doors (tiny items) can be found in environment and on cultists, and used automatically to lock or unlock a door with a tap of interact key.Doors, also have an open w broken latch state
Padlock as separate item on gates, can be closed again
Only a few different keys and a skeleton key item
Historical background: "The favored key for casket locks was a pipe key. The bit (the specially shaped end of a key) had to fit the turning mechanism, but the hollow shank also had to fit a pin, for extra security. Hollow shanks and pins could be made square, hexagonal, or any other non-round shape. Doors usually used solid keys, and sometimes the lock permitted access from both sides of the door, so the same key could lock in or out. Doors in Norman castles typically had dead bolts, which had to be turned a full turn since the key was directly sliding the bolt. Lock technology always presumed some kind of human guard. Locks might be smashed, as could the chest itself, but this would make noise. Most locks could be picked with skill and determination; they couldn’t really keep thieves out, but they could slow them down. Extra-secure caskets were reinforced with iron bands and had multiple locks. Even if one could be picked, the next ones might be harder or the guard might come on his rounds and catch a thief. Late medieval lock technology became very complicated and specialized, for those who could afford to pay for custom work. The finest locks had no visible keyhole; the owner of the chest knew where to press a spring that popped a slide back, exposing the hole. The spring, slides, and holes were all concealed with fancy carving or painting, of course. In the best work, there might be several layers of security like this, in addition to a custom-made lock with only one key. Eventually, locks were better than the wooden doors and boxes they guarded."
https://en.m.wikipedia.org/wiki/Warded_lock
DOOR PSYCHOLOGY
when you move through an area, do you keep the doors open or closed? Faster retreat, but more noise spread and someone may creep up behind you. Closed doors can be heard opening - to your detriment or benefit. Doors are typically found closed, so one that's opened may invite investigation. This could be used to lure someone into a trap.
Check out The Last of Us: Part 2 for its doors
Half life Alyx realistic doors and bars
Mythic Underworld style, enemies can open stuck doors automatically unless doors are spiked.
breaking hinges, latch, or door should be separate options
TODO
WHAT'S LEFT:
doors need to spawn appropriately in the world - 1hr?Please comment room graph and door placement code a bit better for eh_jogos. Think how to, in current system, make one or more rooms only have one door without breaking map connectivity. For instance, stairs down.door maybe 60% of the time, not 90%When a cultist approaches a door, it should open rapidly (no character animations needed for now) (#511)new door mesh - Kendarr sent it to you along with the broken I think.replace queue_free on destruction with broken door mesh (also in that pack) and give impulse to pieces when broken (based on how close to center of damage location? that part's optional)doors should sometimes randomly be stuck, maybe 20% of time?if door stuck, shake door and play ineffective sound