Lt. Commander
Join Date: Dec 2007
Posts: 120
Hey Foundry authors! I have submitted some exciting new objects for a future Foundry build and decided to create a video tutorial showcasing the new Holodeck objects and effects that will be added in the coming weeks.

Please remember that these objects are not yet in the current build, but you all can hit the ground running when they are

http://www.youtube.com/watch?v=kw0m3XXr9A8
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-19-2011, 04:26 PM
Might I be the first to say SWEEEEET.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-19-2011, 04:29 PM
Very nice.

There are some problems I can see with your method of triggering the holodeck. Among other things, you could conceivably lock yourself or other players out of the holodeck grid.

(This is one reason why it would be nice for an "all players interact" trigger/objective. Or maybe a teleport option to ensure everyone winds up in the right place after the trigger is hit.)

For style's sake, I'd advise against allowing someone to trigger the end program from anywhere on the holodeck.

Oh... and if you want to get spiffy with it, maybe have objects appear within the bounds of the grid when the program loads. Just need to make sure that those areas are set off by invisible walls beforehand.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-19-2011, 04:31 PM
You. Are. Awesome.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-19-2011, 04:34 PM
Seeing the holodeck fade in/out definitely looks awesome. However, dont you have to be within the area of the holodeck placement to have it fade back in and you be inside it? Like, you couldnt run to the edge of your planetary map and then "end program" and be in the holodeck area as it fades back in, could you?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-19-2011, 04:43 PM
Yes, that is a good point, what if you are standing elsewhere when "Ending the program"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-19-2011, 05:01 PM
Quote:
Originally Posted by Firix
Yes, that is a good point, what if you are standing elsewhere when "Ending the program"
The more I think about it, the more I think we need "jump to" mechanics for these kinds of things.

The best way I can picture this working, looking at different kinds of functionality, is to have a block that can be placed. Anyone outside that block is transported to the center of it. Anyone in the block is unaffected. I think this is pretty necessary for multiplayer functionality with terrain that can be altered.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-19-2011, 05:58 PM
Quote:
Originally Posted by Firix
Yes, that is a good point, what if you are standing elsewhere when "Ending the program"
The simple solution to this is to be clever enough with your map design that when it comes time to end the program, you simply make sure that the invisible clickie that triggers the "end program" will transfer from a hidden to show state upon a waypoint reached trigger.

Therefor insuring that you're inside of the holodeck's boundaries before you can actually leave it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-19-2011, 06:38 PM
Quote:
Originally Posted by Havraha View Post
The simple solution to this is to be clever enough with your map design that when it comes time to end the program, you simply make sure that the invisible clickie that triggers the "end program" will transfer from a hidden to show state upon a waypoint reached trigger.

Therefor insuring that you're inside of the holodeck's boundaries before you can actually leave it.
Exactly. And the second holodeck door doesn't have to be where the first holodeck disappears. You could also make it happen instantly when the program completes itself on the last objective. The player wouldn't expect it and they would be in the right place at the right time.

We don't have to use the object interact either.

Great vid Mapolis.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-19-2011, 06:55 PM
Quote:
Originally Posted by Kirkfat View Post
Exactly. And the second holodeck door doesn't have to be where the first holodeck disappears. You could also make it happen instantly when the program completes itself on the last objective. The player wouldn't expect it and they would be in the right place at the right time.

We don't have to use the object interact either.

Great vid Mapolis.
Another thing to note is that although the object itself can be made to disappear/reappear in the game world, it seems to stay visible on the minimap/worldmap.

In several of the shows it seems like the holodeck arch controls were made into other items that looked like part of the "projected" world. Instead of just saying "End Program", you could direct the players to interact with an object (say, like a cave entrance, room door, miscellaneous rock/structure) that correlates to the holodeck arch.

...although on second thought, saying "End Program" from anywhere in the map (as opposed to heading back to a specific interact spot) would be the equivalent of hitting the beam out button, and you'd just end up outside the first door of the mission anyway. Which, if you make the first door of the mission one of the doors on the lower level of ESD or some other "holodeck entrance", it should still make sense.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


All times are GMT -7. The time now is 12:43 AM.