Open Warr1024 opened 10 months ago
These ideas are helpful, thanks. I especially like the idea of murals. Maybe there's some way to partition the hotbar into 2 4-slot spaces (1 for stones and 1 for plants), and then move a stone/plant to the correct area when you pick it up. Some sort of prophecy could be used to work in information: it could have been foretold that an explorer would use 4 plants to free the ghost.
I added a letter that the player starts with. It might be temporary but at least it's something.
Here's my take on it:
I think it's actually OK the game does not start with a backstory. The story slowly pieces itself together thanks to the ghost. Not knowing what the citadel is or where you ended up is part of the mystery an I think it's actually good as-is.
The exploring aspect is natural. You encounter a strange ruin, of course your first player instinct is to explore it all. Doesn't need instruction IMO.
As for the 7 artifacts: I think something special should happen if you got all 7 of them. Maybe unlock a new secret dialog, a new sidestory, or just do something. The idea is to give a small nod to the player for finding all them, even if it's just symbolic. This just feels much better than just nothing happening at all. Also, maybe tell the player that 7 artifacts exist when the first one was found.
I completely agree that the "inventory instructions" are bad. They should be completely replaced my making these things discoverable by another thing. Ideally, the game would be playable without any external instructions.
The exploring aspect is natural. You encounter a strange ruin, of course your first player instinct is to explore it all. Doesn't need instruction IMO.
Nevermind, I just read the new letter, and actually I like it. Explains things while not spoiling! :+1:
Could have benefited from a higher resolution though. Here is how it looks on 1080p screen, without scaling:
I like Wuzzy's idea of having a 100% completion game give a different ending. I think this could easily enough be done with an alternative piece of dialog for the ghost at the end.
Maybe there's some way to partition the hotbar into 2 4-slot spaces (1 for stones and 1 for plants) ...
I don't know of a way to do this that doesn't cause issues (e.g. drawing a custom hotbar but then breaking slot selection on Android) but I don't think it's strictly necessary to have a visual separator between them. Just having 8 slots, each of which corresponds to a known item, should be a big enough improvement.
... and then move a stone/plant to the correct area when you pick it up.
Rather than player:get_inventory():add_item("main", item)
you would just player:get_inventory():set_item("main", itemslot, item)
and assign each item a slot.
This also mitigates problems with duplicate items. Even if a duplicate exists for some reason, picking it up again won't have any effect as it just replaces the existing one with an identical item.
I could have sworn I was playing around with this in a branch somewhere but I must not have finished it...
The need for instructions and hints in the CDB listing and in-game inventory screens is sub-optimal. It would be nicer to work these into the game itself somehow. The less external instruction the player needs to access to play, the more accessible the game will be to new players.
Here is basically a dump of my brainstorming on the matter. This is not necessarily exhaustive, and not all of this would necessarily be useful, especially in early iterations.
Information that players may need to know but can't currently tell without the instructions:
Some obvious-to-me things that could be done include:
Some information, like the fact that there will be 4 plants that will aid the player, will not be easy to work into a backstory (presumably those plants just happened upon the area and wouldn't be known). The fact that there are 4 stones might also be a bit tricky (I get the sense that at some time there may have been many, but most were lost, since the set seems incomplete/imbalanced for general use).