Since I'm not big on animation, and because I already have a series of non-animated graphics that I'm working with, I've neglected to animate pretty much everything in my Gauntlet game.
When the player wants to use an item in this game, they must have that item selected in their inventory and then use their Action button to tell the game that they want to use the item. Then its just a matter of pressing an arrow key to tell the game which direction to use the item in.
However, not all items require being used in a particular direction, and not all items are required to be used, period.
As some examples:
- The Hammer. You can swing this around, but you have to choose which direction to swing it in.
- Healing Item. You only need to use it to heal your character, you don't need to choose a direction.
- Spiked Boots. you only need to have them in your possession and they'll be used automatically.
However, when the player attempts to use an item, there's currently no way of knowing what kind of usage that item requires. And I'm not sure how to convey to the player whether their next move after they hit the Action button is going to be to use an item in a particular direction, or to take a step in the direction they chose.
I'd hate to have some player step into lava because they thought their item required directional input.
What would be some good ways to tell the player that they're ready to use an item in the direction they want?
ID:151987
Jun 28 2008, 8:29 pm
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How about just telling them in the item's description (considering it still appears when your mouse hovers over the item)? The nature of the game requires planning and constantly being catious, so I doubt any player would use an item before reading its description (if it is brief and to the point).
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In response to Kaioken
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Maybe cardinal arrows around the character.
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sorry for off topic but...
why do people always prepare for stuff.. i mean, prepare to drive, prepare to die, prepare to move out, prepare to afgasfkgafskgnfkgh. why cant you just do it? 0.0 |
In response to Gogeta126
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Because people want to be smarter than the average bear.
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In response to DivineO'peanut
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DivineO'peanut wrote:
How about just telling them in the item's description (considering it still appears when your mouse hovers over the item)? Well, no, but that reminds me that I need to re-introduce some way for players to view an item's description. Maybe I'll go with the suggestion to add cardinal arrows around the player, since that's kind of what I was thinking anyways. |
In response to Foomer
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Well, if not that, then how about changing the cursor's image to some targetting mode icon (perhaps decorated with something relative to the item clicked).
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In response to DivineO'peanut
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DivineO'peanut wrote:
Well, if not that, then how about changing the cursor's image to some targetting mode icon (perhaps decorated with something relative to the item clicked). You don't use the cursor in this game, at least not for the primary controls. Having it where you need to stop what you're doing, grab the mouse, and aim at one of the little squares next to your character would be an exceedingly poor interface design. |
In response to Foomer
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Ah, I was under the impression you use items via the mouse. If that's not the case then I can see why arrows around the character would work.
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In response to DivineO'peanut
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Theoretically I could add some mouse support and have it work just the way I mentioned, by clicking on the turfs in cardinal directions from the character, but only if the item selected requires directional input to use. Otherwise they could click ON the character to use an item that doesn't require a direction.
Then people could run around with arrow keys and target with the mouse if they so desired. |
Some kind of HUD (or perhaps an /image on/near the player) on the map or interface displaying an icon that indicates a direction needs to be used (added whenever a direction-required item is equipped and therefore ready to use). You could have a simple icon with red arrows in all directions or something, it doesn't matter as long as the player knows what the icon is trying to say to him, which he could already know from your help file beforehand.
Something else to note, perhaps you may prefer to use (or leave it to player customization?) different keys for direction-choosing and stepping (ie, for moving, the macros are on the arrow keys, as per default and common, but for indicating in which direction to use an item, the numpad 'arrows' are used). That will make sure they don't step into that lava if they forget to look at your indication or something.