[project1dev] Re: Use button plan of attack

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 08:19:12 -0400

the thing with alan's idea is it works hand in hand w/ our idea for
telekenisis, i.e. people w/ mental powers could have a longer rope... i
dunno though, it seems a little unwieldy though having to directly control
it... i think we'd have to see it in practice.

a side option to keep in the back of our minds if that doesn't seem easy to
use would be, we could have a search button that uses the same radius as the
interact, and when you search a place and there's a hidden interactive piece
near you, THEN you'd get the interact button.

I don't know

On Thu, Jun 11, 2009 at 1:04 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Both seems like a fine idea.
>
>
> On Wed, Jun 10, 2009 at 9:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> i actually kinda dig that idea cause we get the user friendlyness of the
>> pop up bubbles, while also still bein able to do secret stuff
>>
>>
>>
>> On Wed, Jun 10, 2009 at 8:58 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>
>>> I would say yes. Hidden interactables such as finding a secret passage
>>> way, pulling a hidden lever, etc, could easily be made to line up with the
>>> body.
>>>
>>>
>>>
>>>
>>> On Wed, Jun 10, 2009 at 10:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> It seems like it might be weird cause think about this...
>>>>
>>>> #1) you walk around and periodically a message pops up that says "Press
>>>> A to read the book" without you even looking at the book
>>>> #2) Othertimes you look at stuff and press A and it interacts.
>>>>
>>>> ok actually that doesn't seem that weird :P
>>>>
>>>> if we went that way, would the single ray from the middle be enough?  we
>>>> are at the origional question again hehe
>>>>
>>>>
>>>>
>>>> On Wed, Jun 10, 2009 at 8:51 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>
>>>>> Hidden interactables such as pushing a statue or bookshelf could make
>>>>> use of the ray originating from the center of the body like you said.
>>>>>
>>>>>
>>>>>
>>>>> On Wed, Jun 10, 2009 at 10:46 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> That's a good idea.
>>>>>>
>>>>>> The only downside i can think of is if multiple items are in range, we
>>>>>> can make it pick the closer one easily but if we have a lot of them in 
>>>>>> range
>>>>>> it might be hard to pick the one you want (although we also have control
>>>>>> over this so if you are ok with it it's not an issue).
>>>>>>
>>>>>> Oh and another possible downside is we wouldn't be able to have hidden
>>>>>> objects to interact with cause every interaction would pop up that 
>>>>>> message.
>>>>>> Like if you interact with a statue it opens a passage way or something, 
>>>>>> it
>>>>>> would be real obvious.  what do you think about that?
>>>>>>
>>>>>>
>>>>>> On Wed, Jun 10, 2009 at 8:43 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> what if  we just have objects that are usable/pickupable have a
>>>>>>> radius and if you are in the radius a little button pops up that you can
>>>>>>> press, seems easier from a player standpoint but maybe there are 
>>>>>>> downsides?
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Jun 10, 2009 at 11:25 PM, Alan Wolfe 
>>>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> Ok so in 2d RPG's it's easy to tell what the player is intending to
>>>>>>>> do when they press the use button because the world is just one later 
>>>>>>>> and
>>>>>>>> everything is broken up into a grid.
>>>>>>>>
>>>>>>>> In our game, since it's real 3d, we could have items like a book on
>>>>>>>> the ground, or a floating orb, or a book case that the player is 
>>>>>>>> trying to
>>>>>>>> use.
>>>>>>>>
>>>>>>>> Also, we could have multiple floors of map (like in cavemap how we
>>>>>>>> have the bridge over the boss area).
>>>>>>>>
>>>>>>>> so that makes things harder.  Here's what i was thinking for finding
>>>>>>>> out what the user wants to interact with.
>>>>>>>>
>>>>>>>> 1) User presses the "use" key (enter on the keyboard, A on the
>>>>>>>> controller, whatever)
>>>>>>>> 2) The game shoots an imaginary ray out of the player that
>>>>>>>> originates in the middle of their body (ie bellybutton-ish) and goes 
>>>>>>>> the
>>>>>>>> direction they are facing for about a foot of distance
>>>>>>>> 3) If that ray hit an object, that's the object they are trying to
>>>>>>>> interact with.
>>>>>>>>
>>>>>>>> There could be a problem if there was a book on the ground the
>>>>>>>> player wanted to "use" since our ray starting at the middle of the body
>>>>>>>> wouldn't hit the book.
>>>>>>>>
>>>>>>>> There could also be a problem if something was floating above the
>>>>>>>> middle of the body, or if there was a hole in the object that the ray 
>>>>>>>> shot
>>>>>>>> through hehe...
>>>>>>>>
>>>>>>>> but, since we have control over where objects are placed we could
>>>>>>>> just be careful and make sure these cases never came up.
>>>>>>>>
>>>>>>>> what do you guys think, think that'd work ok?
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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