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Projects, demos, and games Information / Re: STICKY: 2020 King's Field II port progress report
« on: October 27, 2020, 07:00:55 PM »
Update...
I did the compass yesterday, without turning on the VR set. I'm also looking at shrinking down the menus in VR so they fit on the screen. I was all set to do VR today but instead I got sucked into an idea I remembered to be able to make crouching activate objects, so that if you want you can do that when "objects" are on the ground. That feels more natural to me.
To even not do it when crouching interactions are put on a delay so the subtitle text can be canceled when it's not appropriate. Currently items are exempt from this, except animated treasure boxes. So are NPCs and custom events. That means you always do those things as soon as you hit the button.
They will get upgraded when it's convenient.
After adding this I felt like the new holding or "wall-grab" feature (I think I called it) should do likewise. So the second half of my day I worked on this. The main difference is "holding" prevents climbing now (which it should have but I had no reason to do otherwise) so you can activate objects by grabbing them, or just holding the button down longer. As soon as you let go they're activated. So, you can do this to a door if you want, to pull it open. You can push it too but that just looks like a regular button press since you have to push against it to grab it.
The work I did to make pulling the door look natural I think improves on the holding experience. Luckily it looks natural when just grabbing a wall. In the mature control system that's developed in the past month or so really a commonality is there's always multiple ways to do things. Which way depends on the current thing you're doing. But they all flow together and feel intuitive and unforced.
For the record, this holding system is at the point where I could enable it to move arbitrary objects around with little effort. Especially anything that can just be dragged on the floor. KF2 has items that fall from monsters and bounce (or at least the money bounces I know) so maybe after I work on that it will make sense to lift up objects and drop them down and pick them up.
Now I just have to get this damn VR helmet on my head tomorrow. I'm not trying to demo VR this time around. But I don't want to have it broken compared to the earlier demo either.
I did the compass yesterday, without turning on the VR set. I'm also looking at shrinking down the menus in VR so they fit on the screen. I was all set to do VR today but instead I got sucked into an idea I remembered to be able to make crouching activate objects, so that if you want you can do that when "objects" are on the ground. That feels more natural to me.
To even not do it when crouching interactions are put on a delay so the subtitle text can be canceled when it's not appropriate. Currently items are exempt from this, except animated treasure boxes. So are NPCs and custom events. That means you always do those things as soon as you hit the button.
They will get upgraded when it's convenient.
After adding this I felt like the new holding or "wall-grab" feature (I think I called it) should do likewise. So the second half of my day I worked on this. The main difference is "holding" prevents climbing now (which it should have but I had no reason to do otherwise) so you can activate objects by grabbing them, or just holding the button down longer. As soon as you let go they're activated. So, you can do this to a door if you want, to pull it open. You can push it too but that just looks like a regular button press since you have to push against it to grab it.
The work I did to make pulling the door look natural I think improves on the holding experience. Luckily it looks natural when just grabbing a wall. In the mature control system that's developed in the past month or so really a commonality is there's always multiple ways to do things. Which way depends on the current thing you're doing. But they all flow together and feel intuitive and unforced.
For the record, this holding system is at the point where I could enable it to move arbitrary objects around with little effort. Especially anything that can just be dragged on the floor. KF2 has items that fall from monsters and bounce (or at least the money bounces I know) so maybe after I work on that it will make sense to lift up objects and drop them down and pick them up.
Now I just have to get this damn VR helmet on my head tomorrow. I'm not trying to demo VR this time around. But I don't want to have it broken compared to the earlier demo either.