[project1dev] Re: Use button plan of attack

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 10 Jun 2009 22:58:54 -0500

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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