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Beta 3: General Discussion
#51
Invisible signs should do the trick.
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#52
0330273B1F303B26303B550 wrote: What if I added a checkbox to the signs that allowed them to be invisible? (For an effect that a gravestone, bookcase, or whatever you want *seems* to be readable... and you don't have to hide the signs behind layer 6 items.)

Making the outline of gravestones and such highlight when readable is beyond the scope of what I can invest into a feature like this at this point. But I could consider a different option... maybe making the stats area highlight blue or lighter when you walk in front of something that is readable?

Invisible signs seem like a reasonable alternative to me. That's really not so far off from what I was suggesting. The nice thing is that since I was already using the signs it's less to change (if you put this in place).

As for highlighting... what if, instead of highlighting the object that could be read, Jack got the highlighting? This would definitely reign in the scope of the problem a bit, though it would probably still be a pain. :-)

Some games show a question mark by the characters head, but I don't think anything that overt would be necessary. The problem with putting the highlighting in the stats/inventory area is that I rarely pay attention to that area while playing. I tend to focus on Jack and the obstacles and objects around immediately around him.

I just figured I'd throw the idea out there to see if anyone else was interested.
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#53
I was thinking just a tag B ( like S, H or T) that has a sparkle effect when you're near it where you can read a message instead of an invisible sign, in my opinion.
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#54
I agree with Anthony. How should the player know that there is something to read?
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#55
Discover by chance and reexplore the mansion looking for easter eggs?
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