include a clues in game ?

  • #1, by wimfWednesday, 30. May 2018, 17:04 2 years ago
    Hi

    I would like to include in the game a system of clues which, when the player blocks too long, can be activated to give him a little help. I have been searching for a long time but I do not know how I could do that. Has anyone ever had this kind of idea or think of another solution?

    Thank you

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  • #2, by afrlmeWednesday, 30. May 2018, 17:19 2 years ago
    Maybe you could use an incremental value or something for each scene? Inside of an at begin of scene action you could call a called by other action block that updates the value by 1 every second or so. When value is more than or equal to x show the hint button which can be used to pop up an interface or have your character say something based on another value or condition or something. I'm sure you will be able to figure something out.

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  • #3, by wimfWednesday, 30. May 2018, 18:19 2 years ago
    Hi.

    Nice idea. I understand. I will test this.

    I think that will combine your solution to hotspots would be good

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  • #4, by NigecWednesday, 30. May 2018, 19:42 2 years ago
    Do people stay on a scene that long?
    I recently played "The Journey Down" all chapters back to back and a lot of the clues are in the dialog, unfortunately I skip through the dialog so I was setting myself up to fail
    Timed clues wouldn't of help, I found myself backtracking so clues would of been firing up randomly in that game as they aren't in sequence, you can do about 3 or 4 quests and being told how to solve it would be rather annoying
    A hint buton would be better in my opinion, I think Sandra and Woo had hints, if I remember right it was a hotkey  mainly hotspots

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  • #5, by afrlmeWednesday, 30. May 2018, 20:01 2 years ago
    SimonASA provided a hint system too for his games or at least for the Catyph game. You could play some mini-game to get points then exchange those points to unlock up to x clues per scene. basic hint > more detailed hint > solution.

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  • #6, by wimfFriday, 01. June 2018, 10:31 2 years ago
    Thank for your help.

    I just tested with hotspots, it works very well and testers like this idea.

    I think I can add a book that will allow you to see what are the objects harvested (objects that are added to the book as the players pick up), but just reveal a clue, not the complete solution.

    I will only do this if, despite the hotspots, the players are still blocking for too long (but I still have a little difficulty, because it's a point and click, and not an interactive story in which you just have to click to advance)

    I remember day of the tentacle or woodruff, I blocked a long time on scenes but I never wanted to have the solution not to spoil the pleasure of playing, and I still could finish the 2 games )

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  • #7, by NigecFriday, 01. June 2018, 11:37 2 years ago
    even when I was doing cr*ppy Flash games people were doing walk thru's and they seemed to appear quite quickly or people tend to get stuck in the same place and a topic starts around the problem

    Another thing you could do is have the dialog on an item or puzzle become more informative every time its looked at

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  • #8, by wimfFriday, 01. June 2018, 11:40 2 years ago
    Yes, good idea, but all dialogues are recorded since 1 year and as it is a child who made the voice, his voice has changed so I do not know more added dialogues ...

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  • #9, by NigecFriday, 01. June 2018, 12:41 2 years ago
    Yes, good idea, but all dialogues are recorded since 1 year and as it is a child who made the voice, his voice has changed so I do not know more added dialogues ...


    Ah, yes that would be a problem!

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