Blue Prince

Blue Prince

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How about some actual QoL features
Locked doors and key card doors showing on the map once you found them.

I don't know how many times I've been drafting and found a locked door, left it in favor of going around or finding a new route and I forget the thing is locked.

I would like to mark these on the map once I know it is locked or a key card door.

I think it is a very tiny change that could have big results.
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and now for something that'll make many gasp in indignation - fast travel between rooms from the map
mongokino May 12 @ 12:50pm 
This is intended by creator genius demigod.

If thou committeth the sin of not drawing eye fysikale mappe of thine House each day mayeth thou perish in gloom! ;)
. May 12 @ 1:35pm 
skill issue
Originally posted by rumpelstiltskin:
and now for something that'll make many gasp in indignation - fast travel between rooms from the map

I know you're joking. Although some rooms having secret passages like in CLUE, could be pretty cool.

Like say there was a secret passage in the maid's chamber to the library or conservatory or something. You'd only be able to use such things if you had both the rooms drafted.
mongokino May 12 @ 10:57pm 
I think it WOULD be good to improve the clarity of what doors are left unopened, as well as if they are electronical or mechanical, and in the latter case if they are locked in (case you have tried them).

I also think it would be good to mark locked trunks on the map.

Having to make an external DAILY map to keep track of this is just taking it one (no, quite a few) steps to far.
Is it really that hard to remember that you already tried a door and then moved on? If it wasn't locked, there would be another room there.
Originally posted by ActivelyVacant:
Is it really that hard to remember that you already tried a door and then moved on? If it wasn't locked, there would be another room there.

At times.

Locked doors, key card doors, locked trunks could all be shown on the blue print map without breaking anything.
Originally posted by ActivelyVacant:
Is it really that hard to remember that you already tried a door and then moved on? If it wasn't locked, there would be another room there.

Resource/build management may very well mean one choose NOT to try some door/s yet. Let's say you have three remaining doors accumulated during an hours run, not seldom with some time AFK, then YES at least I tend NOT to remember exactly which are electronic or which I have tried. You may always do so but many others often will not.

Limited steps then mean basically having to take external notes on state of doors passed, location of chests or anything else one could base decisions on (as well as always checking steps left before trying any door, since this key info is ALSO not on the blueprint screen.

What room one pick often depend on the state of the entire house and steps remaining - late day I may only care about a workshop if having steps to check a contraption in or utility closet if there are remaining security door/s.

Since we ARE given a map (and can check items) when choosing rooms these other key points should be clear from the same view because at some point the constant switching out from the game to take/check notes is - surprise - NOT immersive!
Last edited by mongokino; May 13 @ 2:25am
PsyBlade May 13 @ 3:41am 
Imho quicktravel would be nice nice and also break nothing important. You lose the ability to pick up missed or spread items on the way but that's ok as an tradeoff.
Originally posted by mongokino:
Originally posted by ActivelyVacant:
Is it really that hard to remember that you already tried a door and then moved on? If it wasn't locked, there would be another room there.

Resource/build management may very well mean one choose NOT to try some door/s yet. Let's say you have three remaining doors accumulated during an hours run, not seldom with some time AFK, then YES at least I tend NOT to remember exactly which are electronic or which I have tried. You may always do so but many others often will not.

Limited steps then mean basically having to take external notes on state of doors passed, location of chests or anything else one could base decisions on (as well as always checking steps left before trying any door, since this key info is ALSO not on the blueprint screen.

What room one pick often depend on the state of the entire house and steps remaining - late day I may only care about a workshop if having steps to check a contraption in or utility closet if there are remaining security door/s.

Since we ARE given a map (and can check items) when choosing rooms these other key points should be clear from the same view because at some point the constant switching out from the game to take/check notes is - surprise - NOT immersive!

Yes sometimes I have to balance which doors I want to focus on, like depending on my goals. I won't always draft from a locked door if I can go around the back of it and unlock it that way (saves a key) or if I can link back up to it later (saves a key). As for trunks if I have low keys, I don't know if it is worth the gamble to open them. A lot of the time you get another key but sometimes you don't and if that was your only key and oh no you've just ran into a locked door. Now your day is done or you have to back track and waste steps.

Yes, I think about these things a lot.
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