[#!].mouse 28 Mar, 2013 às 3:32
Right click to show hover text for all interactive items?
I'm writing this hoping a lurking dev will see it. I just finished TJD:C1 and it was good, very nice for the price, but for the upcoming chapters can you please add a feature that shows hover text for all clickable items on the screen when you hold down a button?

I spent about an hour and a half walking back and forth over every screen hovering over anything that looked even slightly suspicious, painstakingly clicking every item in my inventory against every entity hoping luck would show me the end result of some very hard to follow logic and so I can find whatever piece of the puzzle I was clearly missing. FINALLY I discovered I could go down into the plane through what I thought was the skylight and there I found everything I had been searching for the entire time.

It obviously wasn't supposed to be hidden since it was out in plain sight and all so adding this feature wouldn't really be a game breaking adjustment, although if that's a concern you can add a toggle option to the options menu and leave it disabled by default for the point and click enthusiasts. There's also a lack of hints from what I can tell so this could be considered a mock hint system for those who want a more casual experience. And since the left and right mouse buttons both seem to do pretty much the same thing making this feature bound to the right button seems ideal.

I'm guessing this is a weird request since it's 2013 and I still don't see very many point and click adventure games add this feature, but I always wish it was there. Anyways, great work on chapter one. It's a wonderful addition to any Linux game library and I'm actually eager to see where this game will go, in spite of having Bwana's voice saying, "That won't help!" permanently burned into my memory.
Última alteração por [#!].mouse; 28 Mar, 2013 às 3:39
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EndeavourAccuracy 28 Mar, 2013 às 7:25 
May I make a suggestion. In the future, in addition to "hovering over anything that [looks] even slightly suspicious", try sweeping your mouse cursor across the whole screen when first entering new areas. If that's already a habit, try increasing the density of your swipes; that is, try decreasing the size of the areas you're not hovering over.

In this game, the cursor/text changes when hovering over interactive (clickable) areas and items. Other games may snap the cursor to items or highlight the items themselves. Either way, sweeping the whole screen will make it less likely you'll ever need to go "pixel hunting" again.

In my opinion, the hatch area of the plane is big enough.
http://www.norbertdejonge.nl/misc/TJD_C1_Hatch_Area.png

While a menu option that would allow the player to instantly see all interactive areas and items upon request could be useful to some, it may lessen the cool exploratory immersion that adventure games can provide.
[#!].mouse 28 Mar, 2013 às 21:59 
Originalmente postado por EndeavourAccuracy:
In my opinion, the hatch area of the plane is big enough.
http://www.norbertdejonge.nl/misc/TJD_C1_Hatch_Area.png

I agree it's big enough now. I guess it was my own mental inadequacies that were making it impossible for me to notice the obvious. But still some kind of hovertext or hovericon being shown via right click would have saved me an hour and a half of mouse sweeping before I realized the plane was more than just one big interactive item.

Originalmente postado por EndeavourAccuracy:
While a menu option that would allow the player to instantly see all interactive areas and items upon request could be useful to some, it may lessen the cool exploratory immersion that adventure games can provide.

I agree. That's why I suggested leaving it off by default and putting an option for it in the options menu for when people start to get desperate. I would prefer hovertext over being spoonfed the solution by a walkthrough or a hint system that solves it for you.
Última alteração por [#!].mouse; 28 Mar, 2013 às 22:01
j4960s 29 Mar, 2013 às 9:04 
i just finished the game and i found it 2 easy it should be ok for a 5 yr old
how can you miss the hatch on top of the plane when i put the curser over the plane a big pointer points down, full price £4.99 that's a joke it's way 2 short & too easy

you have a good idea about right clicking on the right mouse button showing what can be
interactive items but i think that has been done before,

i have played very hard point & click games a few years ago and sometimes it would take me
hours even days just to get past one puzzle and sometimes i would wake up in the middle
of the night knowing that i just solved the puzzle, that's what i call satisfaction
bananasloth 29 Mar, 2013 às 10:50 
^ Puzzle difficulty has zero to do with this topic. If you want to suggest puzzle improvements or talk in detail about how you didn't find them entertaining, go to one of the review threads. But I should mention, there is simply no way to please all adventure gamers when it comes to puzzle design. Some (and by the way, I count myself in this camp as well) like puzzles to be hard so you feel you have to work for your progress, others like easy puzzles because they tend to integrate better into the story and not break immersion. I agree, they were on the too-easy side for me as well, but that's neither here nor there for this thread. And anyway, the devs promised harder puzzles for Chapter Two. As for length, this is the introductory chapter or an episodic game. The others will be longer, as was also stated by the developers.

Now, for the one point that was actually relevant: yeah, revealing all hot-spots has been done before, but is that an argument against implementing that in this game as well? I don't see how it would be. While I didn't have to do any pixel-hunting, the option to highlight interactive areas would be useful (I'd suggest pressing/holding either Tab or Space for that, that seems to be standard fare, instead of right-clicking). I also don't agree with EndeavourAccuracy that this feature would break immersion. Surely it wouldn't be enabled by default, so if you didn't want to use it, it wouldn't be forced on you.
j4960s 30 Mar, 2013 às 6:44 
there are two ways i can play these kind of games thinking inside the box or outside the box
giving the bird a chillie fish makes it sleep what would happing if you gave it a fish with paint on it i tried a chillie on a cockatail a few years sgo and nothing happend give it paint and it would probly fall asleep for good i never tried it...
kingstone426  [autor] 1 Abr, 2013 às 21:17 
Hey guys! Lurking developer is here to the rescue :)

Sorry for the frustrating pixel hunt. Too small and too vague hotspot areas is bad design, plain and simple, we don't want that to be an obstacle in our game. Exactly how bad it is depends on how many people get stuck versus the people who don't, I guess.

We have refrained from using the right mouse button in TJD because 1) it complicates user interaction and 2) it is difficult to adapt to touch screens. If you guys have tried the game on iOS you'll know that you can "pixel hunt" by dragging your finger across the screen to light up nearby hotspots, instead of relying on tooltips. It just takes a few seconds to scan the screen and the hotspots fade out once your finger moves away from them. You never see all the hotspots at the same time which is better for game immersion.

If we decide to create a better system for pixel hunting we might just adapt the iOS solution to desktop, i.e. dragging the cursor while pressing a mouse button highlights nearby hotspots. But our primary concern is to remove small and vague hotspots altogether, which is actually a major part of what we're working with right now as we design and implement chapter 2. There goes a huge amount of thought and work into twisting and warping each scene until the perspective, hotspots and exits fit!

Thanks for the feedback and thanks for playing :)

/Mathias
[#!].mouse 2 Abr, 2013 às 3:37 
Originalmente postado por kingstone426:
Hey guys! Lurking developer is here to the rescue :)

Sorry for the frustrating pixel hunt. Too small and too vague hotspot areas is bad design, plain and simple, we don't want that to be an obstacle in our game. Exactly how bad it is depends on how many people get stuck versus the people who don't, I guess.

We have refrained from using the right mouse button in TJD because 1) it complicates user interaction and 2) it is difficult to adapt to touch screens. If you guys have tried the game on iOS you'll know that you can "pixel hunt" by dragging your finger across the screen to light up nearby hotspots, instead of relying on tooltips. It just takes a few seconds to scan the screen and the hotspots fade out once your finger moves away from them. You never see all the hotspots at the same time which is better for game immersion.

If we decide to create a better system for pixel hunting we might just adapt the iOS solution to desktop, i.e. dragging the cursor while pressing a mouse button highlights nearby hotspots. But our primary concern is to remove small and vague hotspots altogether, which is actually a major part of what we're working with right now as we design and implement chapter 2. There goes a huge amount of thought and work into twisting and warping each scene until the perspective, hotspots and exits fit!

Thanks for the feedback and thanks for playing :)

/Mathias

Thanks for reading, replying and at least considering my idea!

But I want to be clear about something that seems to be lost on people based on a few replies. Every point and click game will have some inevitable degree of pixel hunting and even though TJD:C1 has a nice healthy low amount of it, an option to highlight all interactive items on the screen is something I wish ALL point and click games had. The Journey Down is probably the least frustrating point and click game I've played. That whole post was not about expressing frustration but instead about trying to get more devs, including yourself, to consider this idea. I'm hoping if enough people get involved a feature like this will become standard in point and click games. Although I can see how touch screen devices can complicate things. For the iPOS version maybe an icon in the inventory bar to activate this function? IDK. Anyways nice work on chapter one and congrats on your success!
Sofox 2 Abr, 2013 às 18:35 
I remember Simon the Sorcerer 2 added this feature. Press a button and flashing asterixes would appear over every interactible item. It could be a bit awkward (especially since the implementation wasn't as smooth as it could be) and immersion breaking, but the previous game included a jutting rock on a ridge above a cave as a vital interactive element (same colour as the rocks around it) so I can see why the developers too measures to help prevent the players from missing stuff,.
kingstone426  [autor] 2 Abr, 2013 às 19:25 
I think I get your point Mouse, but I don't agree with your solution. We stick to a strict less-is-more policy so we avoid all non-essential options and features. Doesn't mean that your solution isn't good though, just that we stick to a different philosophy. So thank you for the suggestion and the discussion!
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