In the present state of building things, a tile on the edge of the room will only let the player go the next room if the tile that they would "
land"
on is a valid for walking tile: Floor, trapdoor, etc. For situations where the architect wants to use build commands to make surprise changes to a level, this can be a real annoyance. The options are either to make it more obvious that a change will come later which allows the player to walk into the other room, or to do some scripting with entrances that just feels a bit off to play.
It would be helpful to be able to use a script command to declare that
if there is a room on the other side, then the player is allowed to walk there, regardless of what tile type the player would land on by doing so. This way, if I want to do something such as eventually build a "
new"
bridge between two rooms in a certain spot, I don't have to have some bridge tiles on each side in the first place that clue the player in to something happening later on; I can just include with the build commands for said bridge a command that makes it possible to go through the tiles you're supposed to be able to go through after the builds happen.
Any Bad Architecture that could result from having access to this command is basically already available anyway (just put a level entrance that traps the player!), and we shouldn't be doing bad architecture anyway. I'll admit it is kind of a minor gripe/edge case, but if it's easy to do it'd be nice to have.
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[Last edited by Xindaris at 11-08-2017 01:24 AM]