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Lakstoties

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  1. Like
    Lakstoties got a reaction from nockgeneer in Demo issues, bugs and what not.   
    The biggest issue I have so far is the lack of feedback with the UI. It would be helpful to have the cursor icons change to context to indicate that your are actually doing something.
     
    Examples:
    Walk cursor would animate to show a room change point.
    Click and hold swipes show the center point and a direction vector arrow.
    Use cursors woulld animate when something can be used.
    Look cursor would change (maybe a squint) for something of interest.
     
     
    Just those little details would help figure out things, and what is and isn't feasible. On a touch interface, you could have a cursor show up when pressed to show the context.
     
     
    Honestly, the swiping concept seems to be adding unneeded steps to solving puzzles that don't add anything to the experience. If there's only one way to swipe that works and the rest do nothing, does it really add to the player experience? Instead of a swipe, I like something like a click and drag (with vector indicator) to be used on puzzles and situations that have consequences if you choose wrong. If I'm disarming an illegally modified Plunger Buster ™ sewage line clearance bomb that Rooter dredged out in an effort to save the day... I could see a very cool abstracted game of Mastermind where you have to carefully switch a few 4-way toggle switches in a particular few sequences or face destruction when you guess too much from ignoring too many clues. But, when there's no consequence and it's just another idle action... it becomes the same as those annoying quick time events that serve nothing other than to waste time and add annoying faux game interaction.
  2. Like
    Lakstoties got a reaction from JimmyTwoBucks in Demo issues, bugs and what not.   
    The biggest issue I have so far is the lack of feedback with the UI. It would be helpful to have the cursor icons change to context to indicate that your are actually doing something.
     
    Examples:
    Walk cursor would animate to show a room change point.
    Click and hold swipes show the center point and a direction vector arrow.
    Use cursors woulld animate when something can be used.
    Look cursor would change (maybe a squint) for something of interest.
     
     
    Just those little details would help figure out things, and what is and isn't feasible. On a touch interface, you could have a cursor show up when pressed to show the context.
     
     
    Honestly, the swiping concept seems to be adding unneeded steps to solving puzzles that don't add anything to the experience. If there's only one way to swipe that works and the rest do nothing, does it really add to the player experience? Instead of a swipe, I like something like a click and drag (with vector indicator) to be used on puzzles and situations that have consequences if you choose wrong. If I'm disarming an illegally modified Plunger Buster ™ sewage line clearance bomb that Rooter dredged out in an effort to save the day... I could see a very cool abstracted game of Mastermind where you have to carefully switch a few 4-way toggle switches in a particular few sequences or face destruction when you guess too much from ignoring too many clues. But, when there's no consequence and it's just another idle action... it becomes the same as those annoying quick time events that serve nothing other than to waste time and add annoying faux game interaction.
  3. Like
    Lakstoties got a reaction from pcj in Demo issues, bugs and what not.   
    Between the two, I'd side with real-time graphical updates. That's the more straightforward way to indicate to the player that something is happening because of what they are doing.
     
     
    I will state again, that the sliding mechanic seems to present more opportunities for misuse rather than good use at this point.
     
    Unless there are consequences for not doing something right, don't needlessly complicate them. For example, if the airlock could be jammed or the wrong sequence could eject you out into space, then could make sense to have some kind of sliding puzzle... as long as the sliders weren't simple binary switches. If the slider is a simple ON or OFF/ 1 or 0 switch... That's unnecessary and annoying. Now, if the slider has 3, 4, 5+ positions, now you've got something to work with.
     
    Simply, if it's superfluous busywork adding a timesink between important steps, I don't want to deal with it.
  4. Like
    Lakstoties got a reaction from Fronzel Neekburm in Demo issues, bugs and what not.   
    The biggest issue I have so far is the lack of feedback with the UI. It would be helpful to have the cursor icons change to context to indicate that your are actually doing something.
     
    Examples:
    Walk cursor would animate to show a room change point.
    Click and hold swipes show the center point and a direction vector arrow.
    Use cursors woulld animate when something can be used.
    Look cursor would change (maybe a squint) for something of interest.
     
     
    Just those little details would help figure out things, and what is and isn't feasible. On a touch interface, you could have a cursor show up when pressed to show the context.
     
     
    Honestly, the swiping concept seems to be adding unneeded steps to solving puzzles that don't add anything to the experience. If there's only one way to swipe that works and the rest do nothing, does it really add to the player experience? Instead of a swipe, I like something like a click and drag (with vector indicator) to be used on puzzles and situations that have consequences if you choose wrong. If I'm disarming an illegally modified Plunger Buster ™ sewage line clearance bomb that Rooter dredged out in an effort to save the day... I could see a very cool abstracted game of Mastermind where you have to carefully switch a few 4-way toggle switches in a particular few sequences or face destruction when you guess too much from ignoring too many clues. But, when there's no consequence and it's just another idle action... it becomes the same as those annoying quick time events that serve nothing other than to waste time and add annoying faux game interaction.
  5. Like
    Lakstoties got a reaction from pcj in Demo issues, bugs and what not.   
    The biggest issue I have so far is the lack of feedback with the UI. It would be helpful to have the cursor icons change to context to indicate that your are actually doing something.
     
    Examples:
    Walk cursor would animate to show a room change point.
    Click and hold swipes show the center point and a direction vector arrow.
    Use cursors woulld animate when something can be used.
    Look cursor would change (maybe a squint) for something of interest.
     
     
    Just those little details would help figure out things, and what is and isn't feasible. On a touch interface, you could have a cursor show up when pressed to show the context.
     
     
    Honestly, the swiping concept seems to be adding unneeded steps to solving puzzles that don't add anything to the experience. If there's only one way to swipe that works and the rest do nothing, does it really add to the player experience? Instead of a swipe, I like something like a click and drag (with vector indicator) to be used on puzzles and situations that have consequences if you choose wrong. If I'm disarming an illegally modified Plunger Buster ™ sewage line clearance bomb that Rooter dredged out in an effort to save the day... I could see a very cool abstracted game of Mastermind where you have to carefully switch a few 4-way toggle switches in a particular few sequences or face destruction when you guess too much from ignoring too many clues. But, when there's no consequence and it's just another idle action... it becomes the same as those annoying quick time events that serve nothing other than to waste time and add annoying faux game interaction.
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