#Toggle option for camera transition during condition triggers

1 messages · Page 1 of 1 (latest)

lunar jacinth
#

can't say for everyone, but I do not mind how disruptive the camera transition (and game freezing) as long as the game actually tells me what happens if I activate a switch or lever.

I have played a lot of dungeons where switches spawns chests / pedestals off-screen and it led to a lot of confusion to what just changed/happened inside a room ( though because of this I learned to always check the map everytime I activated a switch lmao)

Of course this would affect off-screen contraptions if all triggers are captured by the camera, so I suggest having the camera transitions exclusive to chests and doors.

Having this option available again (toggleable on settings) would benefit a lot especially to those who want to create bigger rooms where certain conditions get triggered and spawns off-screen.

#

one example of this is a room in The Catacombs where I have seen some people assumed the trigger sound to be linked on the door only (in which I have seen a lot of people actually missed the chest above because it spawned off-screen)

#

Toggle option for camera transition during condition triggers

spare acorn
#

Game flow is important and has always been for me, whenever this forced camera transition appear, I would always annoyed by it in most 2D Games. (I wouldn't mind in 3D Games because of how complex they are, I however will commend them developers that tries to not use Forced Camera Transition, this particularly most Valve Titles like Portal and Half Life)

For Quest Master, I wouldn't mind at all if it's activated for different rooms, but if it's in the same room, I would like to tell you Makers that it's time for you to give players a better direction.

I have one feedback regarding Catacombs in that video, is where the enemy would spawn, what I think is that it should only spawn in just within the vicinity of the chest, somehow the maker decides the enemy would also spawn outside of that vicinity (Albeit being spawned outside where the trigger is supposed to activate within view, maybe a forced camera transition aswell for that lmao).

Or even better, use the chest as a trigger to open the door, that dungeon needs a very small polishing honestly. xd

lunar jacinth
#

for smaller dungeons yea a lil bit of polishing is the quickest fix, but for more ambitious and bigger rooms where you really want to emphasize the importance of certain triggers, the camera transition is very helpful for that (without overthinking masterclass level designing or whatnot)

so a toggle is prolly the best option so each player can set it on or off depending on their preference

spare acorn
#

I agree, though don't get too comfortable with the feature if it actually returned Bonk

kind night
#

Is that the old version of Quest Master in the first post?

kind night
#

Wow! Never expect that

#

lots of changes

#

especially the glove and the transition

#

hate to say that I prefer the old version for key and crystal counter instead of have the key following you instead

lunar jacinth
#

and the old demo does not support muliplayer during that time

kind night
#

so that's how the demo looks like!

lunar jacinth
#

here's a gameplay of the old demo https://www.youtube.com/watch?v=RLvAEvagAD4&t=33s

A dungeon created by Silver1906. Currently, you can access user-created maps and upload your own maps in QM's official discord server.

Quest Master is essentially a zelda-maker game with nostalgic GBA graphics. A lot of community maps (made by other players) are available in the Quest Master's official discord!

https://www.playquestmaster.com...

▶ Play video
#

its the time where the only way to share dungeons is to manually send dungeon files lmao

west dirge
kind night
#

ooooo

#

now I'm realize...

#

It's you! The one who beat my first dungeon in record