A quiet fireplace to build around.

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Experimentation, mechanics and stories.

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Main account: @Sunfire

I mostly share devlog posts from there at the moment, but game releases and other announcements like that will be posted here first.


sunfire
@sunfire

Another revision for this version of Riptide Manor, interacting with items will be handled in two stages:

The first "select" or "inspect" stage, when you are standing on top of an item.
No details about the item itself are given, only that there is something to be interacted with.
An [Inspect] button appears on the right side of the screen.
Or possibly on top of the player? but that might be distracting.

After pressing the button, the main "item view" is pulled up.
This will vary between items, whether they are single-use items, ability cards you can swap to, room progression portals or anything else.

In theory, i could even extend this so that you can access and switch between all items within range.
Might be worth trying! For now, i've got it set up to simply select the closest item, but i will need to give it a proper test to make sure all the linkages are working as intended, along with making a test item (a portal, so i can make sure that code is working too)
...
Actually yes, on second thought i will do it that way.
I have played around with moving GUI layers to make menus before, i'll give it another go.

And also because i thought about the idea of having to waste a turn stepping a tiny bit to the left because the wrong item was closer. Not fun


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