Evil Genius Chat Forum Index Evil Genius Chat
Discussing world domination amongst the Evil Genius community!
Visit our EvilPlanet site - www.evilplanet.com
Visit our wiki - wiki.n1nj4.com
 
 FAQFAQ   SearchSearch   MinionlistMinionlist   UsergroupsUsergroups   FavoritesFavorites   RegisterRegister 
 ProfileProfile   Log in to check your private messages   Log inLog in 
 Please help us to develop!

Door access levels.
Goto page 1, 2  Next
 
Post new topic   Reply to topic    Evil Genius Chat Forum Index -> The Demo
View previous topic :: View next topic  
Author Message
Baloogan
Minion with Training


Joined: 06 Sep 2004
Posts: 53
Location: Canada

PostPosted: Fri Sep 10, 2004 1:06 am    Post subject: Door access levels. Reply with quote

Question: Why isn't there a access level on a door that is a type 2 but with guards guarding the door? I would think that that should be an option.
Eg: I would like 2 guards guarding my stonghold but still allow workers to pass through.
Is this changed in the full version?

_________________
gethostbyintuition() is still a dream of mine
Back to top
View user's profile Send private message
TemporaryTomato
Minion With Nametag


Joined: 08 Sep 2004
Posts: 34
Location: Sweden(recruiting The Matron)

PostPosted: Fri Sep 10, 2004 1:38 am    Post subject: Reply with quote

I think it's the same in the full version... Sad
_________________
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Real Biochemist Hostage
Exec. Producer
Exec. Producer


Joined: 16 Aug 2004
Posts: 186
Location: Just beginning to relax at my desk

PostPosted: Fri Sep 10, 2004 4:12 am    Post subject: Re: Door access levels. Reply with quote

Baloogan wrote:
Question: Why isn't there a access level on a door that is a type 2 but with guards guarding the door? I would think that that should be an option.
Eg: I would like 2 guards guarding my stonghold but still allow workers to pass through.
Is this changed in the full version?
This was set after many, many hours of playtesting. But the playtesting included traps and the security system, which are not available in the demo. Wait for the full game, the traps and security system add another dimension and all complement each other perfectly. Smile
Back to top
View user's profile Send private message
TheGangsterAngel
Mad Scientist


Joined: 01 Sep 2004
Posts: 108
Location: UK,England,cheshire

PostPosted: Fri Sep 10, 2004 2:07 pm    Post subject: Reply with quote

Yeah but... still u had the god dam code u should have done it in a checkbox. I love this game, and no offence to you or any of the team but i think it was a pathetically stupid thing to not allow all doors be guarded,
u also should of let guards stand at the side of a door, not beside it

_________________


Last edited by TheGangsterAngel on Thu Sep 16, 2004 3:52 pm; edited 1 time in total
Back to top
View user's profile Send private message
Shepherd
Mad Scientist


Joined: 08 Sep 2004
Posts: 108
Location: Sherbrooke, Quebec, Canada

PostPosted: Fri Sep 10, 2004 2:55 pm    Post subject: Reply with quote

I'm going to add "nail feet to floor" power to the list of suggestions for the sequel. Fix guards wherever you want and hey, it's evil.
_________________
Read a comic with its OWN Evil Genius (Doctor Vivisectus): Man-Man!!
Back to top
View user's profile Send private message Visit poster's website
The Joker
Planetary Dictator


Joined: 18 Jul 2004
Posts: 5392
Location: Back in Gotham, where the girls are warm and the heroes are dead.

PostPosted: Fri Sep 10, 2004 4:12 pm    Post subject: Reply with quote

If you do that, how can they leave their posts to go gang-swarm any agents getting too close to the door?
_________________


Sig by...Dark Knight!!!
Back to top
View user's profile Send private message
Baloogan
Minion with Training


Joined: 06 Sep 2004
Posts: 53
Location: Canada

PostPosted: Fri Sep 10, 2004 5:31 pm    Post subject: Reply with quote

hmmmm it still seems like an easy change, I mean, for the depth and immersibiblity, and I think - from my total lack of any experience programming - that it would be easy to patch.
_________________
gethostbyintuition() is still a dream of mine
Back to top
View user's profile Send private message
Shepherd
Mad Scientist


Joined: 08 Sep 2004
Posts: 108
Location: Sherbrooke, Quebec, Canada

PostPosted: Sat Sep 11, 2004 5:41 am    Post subject: Reply with quote

DoctorNo wrote:
If you do that, how can they leave their posts to go gang-swarm any agents getting too close to the door?


I guess they'll just have to pull their feet up, won't they? HA HA HA HA HA! EVIL!

Actually, that's the trade-off. A limited amount of minion control (very limited), with the further consequence that the minion is STUCK. Be good for Marksmen, though. Not so good for Martial Artists Smile

_________________
Read a comic with its OWN Evil Genius (Doctor Vivisectus): Man-Man!!
Back to top
View user's profile Send private message Visit poster's website
Bennor
Minion with Training


Joined: 01 Sep 2004
Posts: 51
Location: Traped Between Heaven & Hell

PostPosted: Sat Sep 11, 2004 4:17 pm    Post subject: Reply with quote

My opinion is WHOOPDY-DOO just trap the damn doors for god sakes, and as for nailing gaurds to the floor, well sure its evil but its ruin the nice buff that i had put on those tiles.
_________________
"your mind is your greatest enemy, its always with you, it knows everything about you and everything your going to do before you do it"
Back to top
View user's profile Send private message
TheGangsterAngel
Mad Scientist


Joined: 01 Sep 2004
Posts: 108
Location: UK,England,cheshire

PostPosted: Sat Sep 11, 2004 8:06 pm    Post subject: Reply with quote

well Bennor u obviously a man of performance. not a man of style. traps don
_________________


Last edited by TheGangsterAngel on Thu Sep 16, 2004 3:53 pm; edited 1 time in total
Back to top
View user's profile Send private message
evilsteven
Disposable Minion


Joined: 12 Sep 2004
Posts: 5

PostPosted: Sun Sep 12, 2004 3:34 am    Post subject: Reply with quote

Some ideas for a more realistic door security system:

(Levels)

* Everyone can pass
* All minions can pass
* Access on a need-to-get-in basis (1)
* Restricted (2)
* Property of evil genius (3)

(Extra Security - Can be turned on and off for all levels, except 'every can pass')

* Guards
* Possibly other stuff that might already be in the full game

Details:
(1) Minions need a reason to access a room, for example:
* Workers/socials/technicians may only access a room if they have business there (deliver object, repair stuff, put out fires) or have business in a room that is not accessible trough a non-restricted room (thus: they have to pass this room (or other restricted rooms) in order to get to where to need to be)
* Military minions are allowed acces to either train/be trained, acquire/put back weapons, take out spotted targets/assist in emergencies that take place in this room (or other rooms that are available only through this room or other restricted rooms).
* Henchmen and evil genius have full clearance.
(2) Only henchmen and evil genius may open the door.
(3) Only evil genius may pass.

One final remark:
It would be useful is a notion of presence were implemented, for example:
minions would be allowed access to a restricted (2) room if they were accompanied by a henchman or evil genius when entering the room (leaving a restricted room to enter a public room is obviously always allowed).

There are still holes in the system above and I don't know how well it fits into the current game design, but I might be a useful draft anyway.
Comments are welcome.
Back to top
View user's profile Send private message
Baloogan
Minion with Training


Joined: 06 Sep 2004
Posts: 53
Location: Canada

PostPosted: Sun Sep 12, 2004 3:56 am    Post subject: Reply with quote

Also an addon to your Details,
(3) Only evil genius may pass, and henchmen when given direct orders to walk though.


Seems so simple... sigh... to put in.

_________________
gethostbyintuition() is still a dream of mine
Back to top
View user's profile Send private message
evilsteven
Disposable Minion


Joined: 12 Sep 2004
Posts: 5

PostPosted: Sun Sep 12, 2004 4:01 am    Post subject: Reply with quote

Take it from a starting software developer: games are about the hardest piece of software to write Razz.
You really need a solid design to keep your code managable and when writing a model that seems easy, like door security, there are always lots of details and exceptions to keep in mind: what is called 'common sense' in the real world needs to be made explicit when programming the game, otherwise you'll lose much of your realism.
Back to top
View user's profile Send private message
Builderman
Mad Scientist


Joined: 06 Sep 2004
Posts: 128
Location: Sitting in front of my computer looking at a timer counting down the seconds to the release of EG

PostPosted: Sun Sep 12, 2004 4:08 am    Post subject: Reply with quote

Yes, but compared to other things they've done in the game, door security is pretty simple.
_________________
postcount++;

Run Time Error (code 3294A4) Overflow of 'postcount' on line 1.

Buffer Overflow detected, instead of us (Microsoft employees) preventing buffer overflows, we have shut down your computer to avoid loss of operating system stability. However, you may have lost your data, your car, your first-born, your soul, and more things not listed here. If you want them back, please submit a claim form to us at www.ilostmysoultomicrosoft.com

<img border="0" alt="Get Firefox!" title="Get Firefox!" src="http://www.spreadfirefox.com/community/images/affiliates/Buttons/88x31/take.gif"/>
Back to top
View user's profile Send private message
Weresmilodon
Disposable Minion


Joined: 31 Aug 2004
Posts: 3

PostPosted: Sun Sep 12, 2004 4:29 am    Post subject: Reply with quote

But it won't be changed. The game is finished, and no more changes are going to be made, unless a bug is discovered. The doors are going to stay the way they are, so les't just let this go, all right?
Back to top
View user's profile Send private message
Page 1 of 2 Goto page 1, 2  Next
Display posts from previous:   
Post new topic   Reply to topic    Evil Genius Chat Forum Index -> The Demo All times are GMT - 6 Hours
Goto page 1, 2  Next
Page 1 of 2
 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


FORUM: © 2003-2007 Jonathan Mayer and Mark Sowash. This site is in NO way affiliated with Elixir Studios or Vivendi. And remember - we are much more evil than you...
GAME: © 2004 Elixir Studios and Vivendi Universal Games. All rights reserved.