guest    Login  Signup

search 

home news about media forums community download
Forums . Game Design . A suggestion for the axe and fishing pole.

Game Design

Discuss Gameplay Ideas for Antilia

Currently: 276 Topics, 3456 Posts

A suggestion for the axe and fishing pole.

Spyred

Jen: 76
Over the course of my time play-testing the last server up time ((24th-25th, 2015)), I happened to notice over the help section in-game that several players would keep accidentally deleting their axe when trying to get used to the current alpha ui. This would then leave the player with no way of harvesting firewood, which was required this test to cook, which in tern lead to frustration and scavenging for ways to fill the hunger bar.

Now, it's probably on the to-do list that the ui gets an overall and that's great but I also suggest this as something to consider; perhaps instead of having the axe (and fishing pole as well) have it's very long cooldown in between collections, maybe have that only collectable for free once and then have them also available for sale at their respective npcs. That way, if a player runs into a situation where they lose their valuable tool, there's an alternative to getting it and it wouldn't hurt the economy at the same time, I believe.
Monday, January 26, 2015 10:28pm
Liska

Jen: 42
Actually, Torliila DOES sell both the Fishing Stick and the more advanced Jigging Rod in her shop. I can understand the possible need to have Mausaiva offer the axe in his shop as well though.
Tuesday, January 27, 2015 12:45am
Alpha Characters - Argentii da' Ariiel and Tiiani da' Tasiiama
Spyred

Jen: 76
Quote by Liska:
Actually, Torliila DOES sell both the Fishing Stick and the more advanced Jigging Rod in her shop.


*facepalm*

Oh, right. I forgot that. XD

Just goes to show I probably should have actually checked first before the server went down. It certainly has been a while.
Tuesday, January 27, 2015 12:51am
Zeek illuser

Jen: 40
I did find that somewhat annoying that a pickax and an ax had to be in the right hand, but a fishing rod went in the left hand. I don't see why it has to be locked into certain hands, but I do have a few ideas.

1) show that those first two slots are the left and right hand somehow. Be this by coloring them differently, adding labels, or doing the Starbound thing of putting it in the center of the equip bar, it would make things easier to understand
2) Make it so that items aren't forced hand. That or somehow mark on the item what hand it goes in, nut i'd much rather see left handed characters because left or right is left up to the player
3) Make a designated drop function. It makes sense that dragging an item out of the inventory drops it, but this can be problematic. I've had issues where my computer seized up, and I accidentally dragged an item out of my inventory when trying to organize. In this regard, I say make it either a right click to drop, or have a box on the inventory UI for 'drop' or 'destroy'. Maybe 'recycle' to get materials back
Tuesday, January 27, 2015 8:33am
Direlda
Volunteer
Jen: 77
Another possibility is to allow characters to choose to be right or left handed during character creation (and maybe ambidextrous being a positive quality players could 'buy' either by taking a negative quality or by having a small number of points at character creation to spend on positive qualities, skill levels, etc. and that pool of points can be added to by taking negative qualities. This is part of how Shadowrun and the first edition of Ironclaw do character creation and I think it's a cool way of doing things).

To go along with this you would have items marked as 'main hand,' 'off hand,' 'two handed,' or 'either hand.' That way players would know which hand(s) they have to put an item in. This would also allow the game to know which hand(s) to restrict the item to.

I don't know what the code would look like or how complicated it would be (having very limited experience with code), but I do know what it would be doing. At character creation you would be assigning to the right or left hand the 'main hand' attribute based off whether the player chooses to be right or left handed (ambidextrous would set both hands to 'main hand' though it probably would take a bit more fiddling). The tool tip would mention that by selecting right handed the player is making their right hand their main hand and their left hand their off hand. Then in the game the code would check items to see if they had, for instance, 'main hand = yes' and 'off hand = no' when a player selects a weapon to equip. The UI could then grey out (or some other means of indicating the off hand is not valid for this weapon) the off hand for that weapon.
Tuesday, January 27, 2015 10:18am
May God bless you and may a star shine down upon your path.
Direlda lives here: www.direlda.net
Maldrank

Jen: 22
Another solution to the ax problem would be to make it a unique item and persistent. so if the player already has it in their inventory it won't let them pick it up again, but if they don't have the ax they can pick it up again.


on the hand thing, highlighting the box a piece of equipment you're holding on the cursor would also work. but removing the handiness would also be more immersive. then people could pull the "I too am not left handed" bit. :P if you didn't want people dual wielding axes/fishing poles/etc can always add a two handed requirement, so which ever hand is the off hand won't let anything else be equipped till you change what's in your main hand.

another thing to add to the ui would be changing the default action if you are dropping a piece of equipment in the wrong spot to be return to inventory instead of the do you want to delete dialogue box. or just have the piece snap to the correct slot when dropped anywhere on the character portrait. that would solve the problem of people accidentally deleting items too for the most part.

sort of tangential to the topic but I also noticed the woodsman had a conversation topic that would just automatically close the dialog box before you had a chance to read what he said.
Tuesday, January 27, 2015 10:37am
jeff
Lead Developer
Jen: M
The right/left hand thing is all planned to change, likely in the next version. The reason it is the way it is now is pretty simple - the animations were designed for one hand or the other. There is a "Play animation mirrored" system in place, but we haven't made use of it yet.
Tuesday, January 27, 2015 11:06am
Jeff Leigh - Lead Developer - Right Brain Games
Thagrahn
Jen: 19
I don't know if the ambidextrous would be a good idea since it would make coding tricky and could cause glitches. The choice at creation to be left or right handed is a good idea though.

Having the item jump to the proper slot or highlighting the slot the item goes into would help with the confusion. Also need to have a clue as to how the item detects if it's over the slots to help with knowing where to let go when dragging the item to the slot.

The contrast between the UI and the segment when the task is done is very low, and I didn't know that the tasks timer needed to be watched. Took me a while and a lot of guessing to figure out where the SUCCESS point was. Does this get lighter as you get better with the skill?
Tuesday, January 27, 2015 4:54pm
jeff
Lead Developer
Jen: M
Quote by Thagrahn:
The contrast between the UI and the segment when the task is done is very low, and I didn't know that the tasks timer needed to be watched. Took me a while and a lot of guessing to figure out where the SUCCESS point was. Does this get lighter as you get better with the skill?

Sounds like a new bug that may be dependent on the UI colors you select. I could see cases where if your monitor is dark or your UI theme colors are dark, the target area might disappear.
Tuesday, January 27, 2015 5:00pm
Jeff Leigh - Lead Developer - Right Brain Games
Liska Bystrouska

Jen: 49
I assume the reason the fishing pole is in the left hand is because the right hand is normally used to operate the reel. So even if the free pole doesn't have a reel, it's simpler to just keep it the same as the later pole.
Quote by Thagrahn:
Having the item jump to the proper slot or highlighting the slot the item goes into would help with the confusion.

That would be good for the equipment screen as well as the toolbar.
Tuesday, January 27, 2015 6:17pm
"Why should one person be forced to sell his car to pay for ten other people's shoes?" -- Liska B.
Page: 1

You are not currently logged in. You must first log in to post a reply.
Frequently Asked Questions Development Team

Antilia - Copyright © 2017 right brain games