if we did the sonar style version, it would be more like old school final fantasy games or zelda style, i dunno which version would be better... :-\ although sonar style would be neat w/ avarice because avarice/perception could affect the radius of how close you have to be to notice secrets/treasure On Thu, Jun 11, 2009 at 9:23 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote: > Maybe that’s their thing, its not something you HAVE to do… > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes > *Sent:* Thursday, June 11, 2009 6:23 AM > > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: Use button plan of attack > > > > my concern is that it will be hard to tell the difference between props and > interactive items so people would be using the search beam on every prop in > order to find secrets > > On Thu, Jun 11, 2009 at 9:14 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> > wrote: > > I like that idea, kinda like sonar for secrets > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes > *Sent:* Thursday, June 11, 2009 5:19 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: Use button plan of attack > > > > 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? > > > > > > > > > > > > > > > > > > > ------------------------------ > > > > > ******************************************************************************************************************************************************************* > > This e-mail is the property of Oakley Inc. 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