I like that idea too. It adds a treasure hunting aspect that is always bonus From: project1dev-bounce@xxxxxxxxxxxxx [mailto:project1dev-bounce@xxxxxxxxxxxxx] On Behalf Of Kent Petersen Sent: Thursday, June 11, 2009 8:19 AM To: project1dev@xxxxxxxxxxxxx Subject: [project1dev] Re: Use button plan of attack I like the Sonar search idea. Players could have larger or smaller ranges. Maybe some objects could always show up and some objects could show up only if you have a high enough skill level On Thu, Jun 11, 2009 at 6:28 AM, Matthew Morgan <MMorgan@xxxxxxxxxx<mailto:MMorgan@xxxxxxxxxx>> wrote: Hrmm, so your thinking either camo or sonar? From: project1dev-bounce@xxxxxxxxxxxxx<mailto:project1dev-bounce@xxxxxxxxxxxxx> [mailto:project1dev-bounce@xxxxxxxxxxxxx<mailto:project1dev-bounce@xxxxxxxxxxxxx>] On Behalf Of eric drewes Sent: Thursday, June 11, 2009 6:26 AM To: project1dev@xxxxxxxxxxxxx<mailto:project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Use button plan of attack 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<mailto:MMorgan@xxxxxxxxxx>> wrote: Maybe that's their thing, its not something you HAVE to do... From: project1dev-bounce@xxxxxxxxxxxxx<mailto:project1dev-bounce@xxxxxxxxxxxxx> [mailto:project1dev-bounce@xxxxxxxxxxxxx<mailto:project1dev-bounce@xxxxxxxxxxxxx>] On Behalf Of eric drewes Sent: Thursday, June 11, 2009 6:23 AM To: project1dev@xxxxxxxxxxxxx<mailto: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<mailto:MMorgan@xxxxxxxxxx>> wrote: I like that idea, kinda like sonar for secrets From: project1dev-bounce@xxxxxxxxxxxxx<mailto:project1dev-bounce@xxxxxxxxxxxxx> [mailto:project1dev-bounce@xxxxxxxxxxxxx<mailto:project1dev-bounce@xxxxxxxxxxxxx>] On Behalf Of eric drewes Sent: Thursday, June 11, 2009 5:19 AM To: project1dev@xxxxxxxxxxxxx<mailto: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<mailto:kentkmp@xxxxxxxxx>> wrote: Both seems like a fine idea. On Wed, Jun 10, 2009 at 9:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx<mailto: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<mailto: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<mailto: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<mailto: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<mailto: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<mailto: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<mailto: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. It is intended only for the person or entity to which it is addressed and may contain information that is privileged, confidential, or otherwise protected from disclosure. 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