#Unlock stairwell direction

1 messages · Page 1 of 1 (latest)

split hull
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When placing a stairwell, the receiver always gets placed on the higher or lower floor facing the same direction, which is unintuitive for a lot of people and can be difficult to work around.

If possible, I think it would be much better for the recipient doorway to simply conform to the facing direction of the wall on the recipient floor. I figure parallel placement should be doable at the very least, since you can match the exact space of the wall tile-to-tile and just flip the doorway, but it would be nice if you could get it to work with perpendicular walls too, somehow.

placid quest
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When you have multiple stairways in a single room leading to the floor above it is really difficult to build if you don’t want them leading to the same room. This restriction basically forces you to put the stairways at the bottom really far apart which can make your dungeon rooms overly big for no reason other than you’re just trying to get your stairways to fit together.

sacred widget
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this would be very nice

gloomy steppe
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Please!

shut basin
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stairwells dont store what they connect to

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they match their X, Y coordinate on the destination floor

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what i could do is simply make them work like teleporters

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they place their counterpart on the other floor, but you can freely move both elements to whereever you want

placid quest
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I mean on one hand that would make building with stair ways incredibly easier but I could also see it being used to make really confusing maps. Maybe that’s just a maker problem though? I don’t really know of any way you can mark on the map which stairways connect to what.

shut basin
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having a line across the map would be very annoying

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i do think its similiar to teleporters tho

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you can also drag and drop the player onto stairwells in maker mode

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so i think it could be cool

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could even lead to stairwells that cross more than just one floor

placid quest
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Oh yeah that’s cool. It’d be another art task but you could make it so on the map each staircase has a symbol next to it just to keep track of what leads where. You could even reuse the shape symbols we have already.

gloomy steppe
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A stairwells going down multiple floors would be really sick imo

white phoenix
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Oh yeah this messes me up constantly when playing.

sacred widget
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you could use greek letters to indicate the stairs (ie, stair alpha connects to stair alpha) on the map

echo dove
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teleport doors have been a desired feature for a while, and would have made the silliness that is hyberzorb haven much more straightforward to build hah

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#1292921780503056475 message

white phoenix
placid quest
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It should be considered with all features. It’s considered with teleporters as they have different colors which show on the map. Staircases leading to random places on the map would be like the original Legend of Zelda where you just have to memorize that the staircase in this room leads all the way to one specific staircase on the other side of the dungeon and not to any other staircase in the dungeon. Technically you could just leave it up to the makers to come up with a solution for marking them, but that solution won’t be consistent across all makers.

white phoenix
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Well obviously no features should be inherently confusing or whatever but you were talking about how players could use the feature to make confusing stuff

placid quest
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For example imagine if doors didn’t have a set method of linking together and could go to any room in the dungeon. Trying to navigate would become super annoying since none of the doors would actually mean anything. Maybe a maker took the time to mark them but they might not and even if they did you might not understand what the marking mean initially.

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TL;DR set rules are useful for players to understand the dungeon better.

white phoenix
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One could make all of their teleporters invisible but that possibility shouldn't mean that that capability is removed as a feature

placid quest
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As a base they should have some way of marking them. Invisible teleporters are something a maker purposefully opts into rather than them just being automatically invisible.

white phoenix
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Or add symbols or whatever.

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IDK I just got off work I probably do not make any sense RN

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Or able to process stuff super well LOL

placid quest
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It’s all good. I’m technically still at work so I shouldn’t even be here at all lol.

white phoenix
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Valid.

sacred widget
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bumping this

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oh wait nvm didnt see the accepted

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ignore me

fiery berry
sacred widget
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this is an ingame issue, not a maker mode thing

fiery berry
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I mean

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True

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But I referenced explicitly the maker mode problem Julian mentioned

merry ruin
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Also, a think all a map creator would need, as of early access, would be a doorway that could connect to a doorway anywhere on the map, and limit it to only 10 possible “teleport doors” on each floor labeled with a number from 0-9. A little bit of limitations isn’t too terrible.

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And for the player, hmm

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Maybe use a colored arrow that points into the doorway? It could share the same colours as the teleporters, but It won’t be confused cuz it’s an arrow

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Or just make the doorway itself colored on the map only

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Actually, maybe just having a little colored square instead of using numbers would work fine too, just to keep it visually consistent. Man

fiery berry
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Hmmm

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I thought of the potential of really janky bugs being encountered when developing that

sacred widget
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then you couldn't connect it beyond a single floor

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or thatd get VERY finnicky VERY fast

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  1. this limitation WOULD be terrible
  2. there is not a single point in doing that
merry ruin
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Huh?

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I might be confused about what you’re talking about

sacred widget
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why would we limit stairways to 10 per floor.

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what.

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don't remove features ????????? ????????????????????

merry ruin
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No that’s not what I’m talking about at all in that message lol

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I was talking about door ways.

sacred widget
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ok, sure, teleport doors would be nice

merry ruin
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Having door ways that don’t need to connnect realistically to another door on the same floor

sacred widget
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but WHY LIMIT THEM????

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teleporters aren't limited

merry ruin
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.. cuz how are we supposed to label every single one for map makers when there’s only so many colours and so many letters we could use

sacred widget
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teleporters are just color coded. the maker gets freedom as to how confusing they want that to be

merry ruin
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Wait you can place more than 10 portals??

sacred widget
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yes?? ???? ?

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the color limits are only by maker choice

merry ruin
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Oh, I just assumed since there were only 10 that you can only put 10. I haven’t used the maker mode much yet

sacred widget
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fair mistake lol

merry ruin
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But okay, if that’s the case then color coding the doorways for makers would be best, and it doesn’t need to be integrated into the door pixel art, it could just be an overlay like when you use shapes

sacred widget
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id prefer a- part of the door pixelart that's color coded. but fair

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like how teleporters just colorshift a part of the texture

merry ruin
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Wdym? The color slightly changes?

sacred widget
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there could be an orb/gem/[theme dependant thing] above the doorway

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and that color changes

merry ruin
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I don’t really like the idea of having an in game indicator for doorways apart from labeling them with a colored symbol on the map

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The only reason I say this is because it should just visually look like any other doorway, ya know? The teleports can suspend disbelief cuz.. they’re teleporters, but having symbols and what not on doors like that I don’t think would look very good

sacred widget
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well... theres always the thing he did with waterfall doors

merry ruin
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Making it invisible to hide the symbol?

sacred widget
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just have a way to not show the gem

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yeah

merry ruin
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Nah nah I have a better idea

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Just make it a property

sacred widget
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mm?

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yeah

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thats what i was thinking anyway

merry ruin
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OH thats why i was talking about a limitation

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Gimme a sec

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I’m at work trying to type this out while getting interrupted lol

sacred widget
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ngl i do feel like- having any door just be able to take you anywhere feels wrong. id be ok with special teleporter doors that look different somewhat, and i'd love to mess with stairwells, but... yea

merry ruin
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Okay, so, to save the collective butts of Thomas and Julian, there’s two ways I can imagine this. Option A: Make it so you can choose the color that connects doors in the properties menu (downside, you’d be limited in doors since having 4 doors of the same color might not work this way)

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Option 2: just make the other pair for the door appear similar to how the teleporter spawns with its pair (downside is it might get really confusing for players if multiple doors on the map share the same colour, this issue is avoided with limiting it to only 10 colors)

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Another plus of option 2 is if the player really needs to find their way around the dungeon, it’s much easier to follow what doors connect to what when the colors come in pairs. And if the map maker really needs more teleport doors, just go up or down a level to get a fresh batch of 10