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Yes, this is also something I was considering for the Void enemies that chase the player. In particular combined with the grappling hook, if you move fast with that tool you may leave the enemy behind, which will then appear out of nowhere. So an indication of where is it could be helpful. |
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In
res://scenes/quests/lore_quests/quest_003/1_stealth_sequence_combo/stealth_sequence_combo.tscn, when you solve the last step of the puzzle you need to be standing roughly here:The collectible thread that you have unlocked is offscreen:
and maybe the player can figure out that that's where they need to go because there's a nice bridge there.
In the musician quest we mostly avoided this problem by having the change in the world always be visible from the position where you trigger it. For example:
But it does constrain level design somewhat. I wonder whether we should have an arrow at the edge of the screen pointing to where a revealed thread is, if there is one:
I see a potential problem with this: the direction of the arrow may not match the direction the player needs to walk. Consider when the player is at this position in the stealth level:
The straight line to the collectible looks like this:
but it's misleading because if you go in that direction you will get caught. This is something I saw in a playtest even without these arrows.
So instead maybe the arrow should point to the next inactive checkpoint?
Or maybe it's OK. We don't have to handhold the player through everything. Or we can address that particular case in other ways, e.g. camera adjustments, clearer paths, …
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