OpenDungeons / OpenDungeons

Open source game inspired by Dungeon Keeper - Dark, damp and dangerous... | *Not actively developed anymore*
http://opendungeons.github.io
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Deactivated traps look too much like activated ones #1111

Open hwoarangmy opened 8 years ago

hwoarangmy commented 8 years ago

As stated by bark in: http://forum.freegamedev.net/viewtopic.php?f=36&t=6791&p=67931#p67931

It may be a good idea to find something to make it more visual that they are not activated (maybe some particle effect, a special tile or something else).

@OpenDungeons/developers WDYT ?

eugeneloza commented 8 years ago

Well... the best solution would be some other model (like unfinished one)... :) If anybody can give me the original models in blender-importable format I can make those. Looks like a simple task.

eugeneloza commented 8 years ago

UPD. Found spike trap on media repo. I'll make something today. P.S. and the monsters I've been looking for!!!

eugeneloza commented 8 years ago

P.P.S. A good idea would have been to include something like license.txt in each folder for easy access.

eugeneloza commented 8 years ago

Spike trap. https://www.dropbox.com/s/oaypedzpzjsjydp/Spike_trap_unbuilt%2B%2B.blend?dl=0 I haven't modified the original texture, so it's unneeded. But let it be here https://www.dropbox.com/s/ii7jbowj0g27sks/Spike-trapTexture.jpg?dl=0 (it's a copy from media repo) spike_trap_unfinished

akien-mga commented 8 years ago

Awesome work :D

eugeneloza commented 8 years ago

Unfortunately, I've failed to import Cannon.mesh. Neither I could find the file at Opengameart and Blendswap... So... maybe anybody has a blender-importable file? Or knows how to install ogre_import.py properly (for me it just does nothing, no error messages, etc.)?

eugeneloza commented 8 years ago

P.S. If it is impossible, then I can make a model not based on the original mesh.

hwoarangmy commented 8 years ago

@eugeneloza That's a good idea. However, it will require more work from you and @Danimal696. I'm not sure we should go for that as we are already lacking many models (for example for the torture room).

eugeneloza commented 8 years ago

@hwoarangmy, is there a list of the missing models anywhere? I can't help with animations, but static models are much simpler to do.

hwoarangmy commented 8 years ago

Well, in this case, I would say the best would be to launch the game and open "model's fair". You will see all the rooms and corresponding models. Then, you can change what you think can be.

For my part, I would say: 1 - Torture room active spots (ATM, I've used the casino roulette but it is a release blocker IMO) 2 - Prison wall active spots. The skull model is nice but not suited for a prison wall active spot. 3 - Torture room wall active spot. It is shared with the workshop but suits well. IMHO, it is a lower priority. 4 - Arena wall active spots. Shared with the training room but suits well. 5 - No wall active spots for dormitory and hatchery

IMHO, we should do something for points 1 and 2 before the release. For the rest, it is acceptable and can be done later.

eugeneloza commented 8 years ago

That's some kind of a dug-up place to build something based on... casino beer model texture :) I think the texture should be improved, but not sure if it's reasonable to make an additional texture, maybe reusing is fine, despite low resolution. Mesh: https://www.dropbox.com/s/0gile8361wdupb6/Cannon_trap_unbuilt.blend?dl=0 Texture (copy from casino beer barrel wall, so no need for it): https://www.dropbox.com/s/0ut62b9ms7wxvpl/CasinoWallBeer.png?dl=0 cannon_unbuilt

eugeneloza commented 8 years ago

@hwoarangmy Ok, I'll look what I can do here.

hwoarangmy commented 8 years ago

Note that a solution for deactivated traps can be to change the ground tile (with a mesh like what you did) and display the trap over. But it will mess with ground traps like spike trap.

Danimal696 commented 8 years ago

Hi guys, about the unbuilt traps, its better to keep it simple. Why not put in place a model thats is a box with tools inside, some building elements around it (like wood, cogs, screws...) and some funny construction sign? it should be not too big so the transparent model can be still be seen and we know what will go in there later if we forget.

hwoarangmy commented 8 years ago

well, adding one model with some tools might also do the trick and avoid to have different models for each trap. That's more or less what @eugeneloza did BTW. Maybe something a bit simpler to be sure it can fit for any trap (even when they recover the tile).

eugeneloza commented 8 years ago

Absolutly agree. I remember I've downloaded something like that with CC0 from BlenderSwap. But I didn't use it in my game for some reason... mabe it was too high poly? I'll try to see what I can do here... but only on Monday.

Bertram25 commented 8 years ago

The models look awesome. If we are to add particle effects, we should add then on active stuff, not on deactivated ones imho.

Danimal696 commented 8 years ago

gold and grimoires would be perfect candidates to particles