[project1dev] Re: Use button plan of attack

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 10 Jun 2009 22:51:03 -0500

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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