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Talk:Hocus Pocus
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This is the talk page for Hocus Pocus.
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There's a prototype of this game floating around the internet, in case you are curious. --From: divingkataetheweirdo 19:53, 31 August 2012 (EDT)
Level Maps
Since Hocus Pocus alters its level maps dynamically, I'm wondering how that should be handled in a static image. There are three ways in which maps can be altered:
- Setting a series of switches to the correct order or putting a key in a keyhole may cause part of the high plane to be erased, allowing you to pass through and revealing any items on the low plane.
- Setting a series of switches to the correct order or putting a key in a keyhole may cause tiles to be transferred to the high plane from a secondary high plane map, making stairs or platforms to appear.
- Shooting the level's designated "shootable" tile will cause the tile on the high plane to be erased, allowing you to pass through and revealing any items on the low plane.
There are five ways I can think of to handle this:
- Just put the low and high planes together and call it a day. Example
- Put the low, high and secondary high planes all together. (E1L1 doesn't have unique data for the secondary high plane)
- Have all three planes visible separately. Examples: Low High
- Have two maps: a "before" map, with just the low and high planes, and an "after" map, with all the appropriate tiles added or removed based on the level's events. Examples: Before After
- Have one map, with all the tiles that are added or removed rendered with 50% transparency. Example
What do you think? MainMemory (talk) 11:44, 27 January 2014 (EST)