28382F26264A0 wrote: At first glance I like the idea of more collectable items and not necessarily more types of treasures.
I do, too... but there's a lot of potential issues with new items depending on what they are. Here are a few questions that would have to be considered for new items.
* Are they functional or non-functional?
* Do they take up spaces in Jack's inventory? If so, how would they be used? How would they be removed from his inventory?
* Are they single use items or multi-use?
* If they are functional, do they create the potential for Jack stucks if they are single-use and required for critical paths?
* Do they destabilize the game? For example something that gave Jack some ability to fly could eliminate the need to work through any land-based puzzles.
I can think of several additional functional items, the problem is that many of them introduce more problems than they would solve.
I have some item-related ideas though....
* I think it would be helpful if Jack had some ability to discard items in a way that he could pick them up again later. Perhaps a chest or closet where he could stash some keys that he doesn't currently need. The chest or closet door would be a special-purpose sprite like a save point. Without this feature, I'd be very wary of any new items that took up space in Jack's inventory.
* I'd like a special trigger rule I could use that detects the presence or absence of an item in Jack's inventory.
* I'd like a trigger rule that checks for the presence of an objectId in a rule (rather than its absence as it can now).