if they are under the same sonar, then nothing would be hidden! :P On Thu, Jun 11, 2009 at 12:44 PM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote: > Hmm. But wouldn’t the first cover the second as well then? > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes > *Sent:* Thursday, June 11, 2009 9:43 AM > > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: Use button plan of attack > > > > i think there will be two sonars, one for ALL interactive stuff, one just > for hidden stuff, yeah? > > On Thu, Jun 11, 2009 at 12:41 PM, Matthew Morgan <MMorgan@xxxxxxxxxx> > wrote: > > Couldn’t you just make it so sonar doesn’t pick up normal use things, but > picks up the “hidden things” or is that just crazy talk? > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *eric drewes > *Sent:* Thursday, June 11, 2009 9:41 AM > > > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: Use button plan of attack > > > > i think the sonar thing is the way to go, and when you're near an > interactive object it glows or if its hidden, when you press search it > glows. we'll have to be smart and not place numerous interactive objects so > close to one another and the radius of it can be perception dependant. this > works well with the avarice perk and maybe we can have a ttreasure hunting > perk as well as maybe some sort of trap identifing perk? i dunno, skies the > limits! > > > > telekenisis was a very very early system but i dunno if it even works with > the game as it is now... maybe we just nix it. > > > > as far as the old man goes, i was thinking if you got near the old man (in > a pretty wide radius so you couldnt get past him without talking to him) it > would start the dialogue. > > > > i know i need to write that stuff out, sorry work is killin me... i will > try to get to it tonight so you can start. > > On Thu, Jun 11, 2009 at 12:07 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > > I don't think Eric has ever layed out his telekenis plans. Have they been > fleshed out yet or is it more of an idea still? > > I was saying I liked the sonar bubble being a skill that detected nearby > stuff. There could be range variations as well as how well it detects > variations. > > Question for Eric: In the milestone 2 description you mention the oldman > calling out to the player and telling them they dont have a body. Thus the > player talks to the oldman and forms his body. Now do you want the old man > to yell out to the player or do you want the player to walk up to the old > man and speak to him or both? > > > > On Thu, Jun 11, 2009 at 8:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > > i dont mean to be contradictory but i think it doesnt work too well with > the telekenesis idea, I think we'll have to do something seperate for that > if we want it. > > Reason being, this system can be used for talking to people, reading > plaques on walls, activating lifts, and anything else where the player hits > the use button to make something happen. > > For some of those things like opening a treasure chest telekenesis makes > sense but for talking to someone from a distance or activating an elevator > platform that we want the player to be standing on, telekenesis seems like > something we wouldn't want. > > shrug > > > > On Thu, Jun 11, 2009 at 5:19 AM, eric drewes <figarus@xxxxxxxxx> wrote: > > 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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