#Finding that click

1 messages · Page 1 of 1 (latest)

sweet remnant
#

A fundamental component we’ve struggled to get right from the beginning is clicking on other Zois with more precision. This issue becomes especially noticeable when playing at higher game speeds.

We’ve tested a number of solutions, but I’m still not convinced we’ve found the complete fix. The attached video shows our most recent iterations, including a 'slow motion' Alt key (which I suspect could also be used for other purposes) and UI Follow, which pins the interaction box to the target’s original position—even if they move.

While these additions help, they still feel more like temporary workarounds than a permanent solution. If you’ve thought about this as much as we have and have an idea that might work, we’d love to hear it! Any insight or inspiration is welcome as we work to finally solve this once and for all.

woven quartz
#

I love Alt to slow down time! Even if not for clicking, slowing down to check something that is happening while in fast speed is really cool!

steel sapphire
#

I love the ALT key idea. Simple. We're used to slowing time down to do certain things in other games.

austere mason
#

As an avid rpg player i have a hard time sometimes targeting mobs at high speeds. Usually i tab through the targets to get the one i want quickly. Alternately some games have a small icon appear of enemies that are in your hitbox so you just click on their little portrait.

snow parcel
#

I can't say this has ever been an issue for me. Most of my time in the game itself (as opposed to CAZ) is spent on pause, assigning actions, and jumping between the various households. I can't imagine playing this game at high speeds.

ionic hare
#

Just a suggestion for Inzoi.
Have a mini map on the screen so we can drive and get to destinations like GTA.

elfin swallow
fierce dagger
#

I think the clicking on other Zoi’s problem is mainly in photo mode because we can’t click on other Zoi’s to pose them but that’s the only thing I’ve noticed

ocean sandal
#

I think using the built-in Time Dilation in the 0–1 range is universal and not limited to this specific purpose. So a dedicated key like Alt, as you mentioned, is a great fit for it. It might be useful for slow-mo in-game video capture and other transition effects as well.

spring garden
#

Oh I actually love the slow down time thing? o_o might come handy for other things not just targetting npcs!
capturing machinima in slow motion for dramatic scenes hello?!

static portal
#

Love the idea! Please implement into the game. I get frustrated when I catch the midst of something happening between zois while I was distracted and then it being over before I can even move the mouse over to the pause control bar to decrease the pace.

I know some people say zoi is lifeless, but I sincerely cannot turn away from this game during a play left unpaused UNLESS I want chaos.

It doesn't happen when I try to force it, but man it takes nothing for those things to happen naturally(so I'm always on the lookout, and more times than not missing interactions/other SOLELY cause of .a) the mouse cursor is ridiculously tiny and some times I misplace it(just forgot what part of the screen I'd left it idle on) and b.) the time I can attempt to slow down a moment takes the duration of getting to the pause bar. I think the games really coming along. But I'm hoping for more gameplay this upcoming month as well as the pretty quality detail, because I haven't much played more than I have building, creating, checking Canvas, cause it certainly has its moments like I said, but overall a thorough-no-glitches guarantee story where if I give a Zoi the perfectionist/scholar/any other personality trait like that, maybe I don't intend for them to be baddies in secret

(though it's fun in a just for fun save)
maybe I was thinking more along the lines of...pretty much what that trait alludes to.

I've noticed this happen to a zoi or two in a few different games I played, and none of them been really a solid-play-it-all-out plan, as more so they're...test subjects?one dowon, one blissbay...so it hasn't been a pesky glitch.

I only really noticed it after I did make zois for a save with a story for each one and wanted them to be a particular kind of way, that I'd gone back to re-evaluate my just for fun tales.

I don't know if it's an issue for anyone else. It's just been my experience, for some reason.

ocean sandal
#

As for UI Follow – that’s definitely good, but there needs to be some kind of feedback effect like a bounce or shake to make it feel responsive, and the tracking/targeting line should persist while the object is visible on screen. The UI shouldn’t remain static and isolated – it needs to feel anchored to the 3D scene for better immersion and coherence.

cerulean monolith
#

[Hotkey, Keybind]

Using ALT for clicking on NPCs is fine.
For families and zois that are player controlled, keyboard shortcuts can be used.

For example assign number 1 to first family being controlled, 2 for the second and so on.
Within the active family, again the Zois are numbered 1 to 8.
So to click a particular playable Zoi I could use the keyboard 1+3 suggesting Family 1, Zoi 3. Or 2+3 suggesting switch to family 2 Zoi number 3.

The advantage using keybinds is faster gameplay in switching between multiple families as well.
Also have these keybinds user defined, so left or right handed players, both can use whichever keys they are comfortable with.

devout turret
#

I'm following the feedback and Kjun channels for months now and I don't think this was an urgent issue (I don't even remember anyone asking for it?). Plz make things a priority many of us are desperately asking for and leave the 'cosmetic' stuff for when the game is providing the essentials and has a solid core. We can just click on pause do do this stuff and what is even the point to click through conversations and interactions with other zois in max speed?

shell bay
keen leaf
#

Small idea for the Zoi UI: it’d be nice to keep the slow-mo effect when clicking a Zoi, but with a smoother interface flow. The UI could pop up right away, still linked visually to the Zoi, then slide down to the bottom of the screen after a few seconds if you’re not interacting with it. And if nothing happens after a bit more time, it just fades out. Keeps things clean without getting in the way.
And if you have multiple characters selected, the process repeats for each, stacking them down there, kind of like mobile notifications piling up, so everything stays organized and easy to access.

errant plinth
#

I think an option to have the Zois' portraits appear over them while using Alt Slo-mo would be nice. A good big target to click on, even if you're zoomed out. That would also make it easier to target a Zoi in a crowd, like at work during quitting time.

sleek lark
#

I like this idea.

errant plinth
#

Also sticky targeting would be good to have. If I point at a Zoi and click, but the Zoi has moved away from the cursor, it should still select them.

Like a 0.25 to 0.5 second grace period after no longer pointing at a Zoi that a click will still select them. Maybe draw a line from cursor to Zoi to show it.

This would also let us catch a running Zoi easily without pausing.

sudden folio
#

Slow down is actually pretty cool.

delicate pebble
#

Alt for slow mo sounds great, but it'd be better if there was a way to change it to another key through the settings. For people who have mouses with more than two clicks, changing alt for one of the mouse's side buttons might come in handy

crisp valve
#

While this isn’t a direct solution to the clicking precision problem I think improving the interaction menu flow could also help reduce friction in those moments. I have been thinking for a while about how we could improve it so I’m grateful to have the opportunity to brainstorm on various development topics including UX/UI.

One of the issues is how the conversational menu disappears after each click and requires repeated input. I created a mockup where the panel could stay open throughout Zoi’s conversations until the player clicks away:

  • Zoi’s profile icons are shown to indicate who we’re currently interacting with and the one we’re actively engaging with is highlighted
  • It would allow switching not only between Zois and topics but also broader categories without closing the menu
  • In the future there could be a special interaction like “Follow the Mood” or “Let Zoi Decide” that chooses topics automatically based on Zoi’s traits or current mood, letting us watch the conversation unfold
lean glacier
#

Honestly I love the idea of slowing time, because this way I can actually watch what some of my Zois do when they sleep walk. angel_happy ...It does sort of make me sad that I cannot slow time during when a Zoi sleepwalks due to everyone being asleep at the same time, and I often miss or catch a brief glimpse of them doing something. 💔

I can see a whole lot of use for this unique mechanic! dracOMG

crisp valve
#

Sorry for going a bit off topic above Psycat_Blush Now to actually answer the question…

A slow motion Alt key is a great idea. It feels multipurpose and it could even be fun to use during gameplay and for video recording.

Instead of the UI Follow it would be more intuitive to include Zoi’s Profile Icon with the interaction menu so we could quickly recognise who we are interacting with. And to go further we could include the type of relationship we have with Zoi.

Here’s a mockup for the idea:

fervent crescent
#

I like this idea. Works for me, thanks! Icon_Heart

livid cloud
#

1 solution I can think of instead of using Alt key,

  • If player quick tap on the screen = Close menu
  • If player drag the screen = Don't close menu

So the menu will close if we quick tap, but stay open if we drag the screen. The menu also stay in position even though we moved/drag the camera view like in the video.

languid geyser
#

I also like this idea FoxHeadNod

storm furnace
#

highlight when hovering in a spot where you can click them.

gloomy onyx
#

A hotkey to select the nearest zoi and then one to toggle between your selected target could help. Like how you tab between mob targets in some RPGs. Other than that, make their hitbox bigger. But that might get annoying if they're in a cramped space and you want to select an object instead.

edgy goblet
#

please only discuss the interaction system in this thread

rigid scaffold
#

While doing nothing, the Zoi should wait when the mouse interact with something(an object or a person) before doing anything on their own.
I would advise to add the option to follow someone, so while walking we have time and reach to interact with someone on the move.

placid skiff
#

I've gotten so used to life sims having delays when targeting or difficulty doing so, to the point I don't notice it honestly benedikta_oops_sweat
Would be great to have better ways of doing it tho, I'm glad time is being spent on this. I love the alt slowdown idea, and the tabbing through targets that someone mentioned is great as well as I'm super used to doing that in other games!

inland rampart
#

Sounds good to me!

candid nacelle
#

I play in speed 1 almost all the time (unless they're sleeping). But when your zoi is in a public place and you see someone you want them to communicate with walking by, you can't always track with the mouse enough to click on them to initiate an interaction, and I wouldn't want to pause (if I'm recording a video). The Hold ALT to slow time would be brilliant, especially if you prefer not to play the game on pause so much.

(I used to do that, but now recording my gameplay makes me want to keep it interesting for others, so I resist pausing unless I can't help it.)

snow parcel
crisp valve
#

Another idea, more of a workaround but fitting well with inZOI’s tech-forward aesthetic is a FindMy-like feature in the in-game phone (possible names: FindZoi, Nearby, ZoiRadar, CheckIn). It would show Zois within a certain distance, allowing to select and interact with them even more easily. Great for storytelling, reconnecting with nearby friends and potentially becoming a foundation for future multiplayer gameplay. Alternatively the radar could be somehow connected to the currently in-development GPS map feature

placid skiff
#

Just a reminder to please keep this thread on topic and refrain from pinging the devs Psycat_ThumbsUp

ocean sandal
# snow parcel Devs, if you implement this suggestion, please make it able to be turned off. Pe...

But why is the camera shaking? I didn’t get that – it’s only about the UI. When you start moving the mouse, the targeting to the Zoi gets lost, and the menu feels disconnected from that Zoi and all the world like HUD. I suggested adding some kind of “haptic” feedback to make it clear that the pop-up didn’t just “freeze”, but actually is controlling a Zoi when camera is away from the original position. Maybe just redraw the targeting line to them again, maybe make pop-up feel more “floating” like liquid glass/acrilyc, rather than completely glued to the screen.

agile haven
#

Who on earth would play at a high speed 🤣🤣🤣 isnt this game to chill and take your time 🤣

placid skiff
magic smelt
#

I think having a conversation state where a UI pops up as Zois are added to the group, where you can pick which to talk to from the group of 2-5 or 6 Zois would be nice, and in an ideal world, you'd have kind of a radial menu that swivels with the camera so you can target a zoi and a conversation.

azure bronze
#

Option to "Lock the Entire Game Interface" (Full UI Lock)

A feature I believe would be extremely helpful to improve the gameplay experience is the ability to lock the entire user interface (UI) with a single click — like a padlock or pin button that prevents any panel, interaction box, or UI element from being accidentally moved during gameplay.

Many times, when quickly clicking on Zois or interacting with menus, I end up unintentionally dragging parts of the interface, which disrupts the flow of the game — especially at higher game speeds. With a UI lock button, it would be possible to:

Fix the entire UI in its current position with just one click to avoid accidental changes;

agile haven
snow parcel
devout turret
#

So I just tried to click on my Zois and even though I zoomed out as far as possible, I had no problems clicking on them.
I mean, when you play on max speed and they run around, of course it's hard, but is this really something we need (now)?
This is a life simulation after all and not a shooter where you have to aim quickly to kill the enemy.
So you could just pause the game for conversations/interactions, you'll have to take the time to read and chose the options anyway.
And you can't speed that up. So even if you play on highest speed it won't change anything.
While you pick the next option from the menu, the interaction you chose before already ended long ago in max speed.
(It even ends before I can chose the next topic while playing in normal speed ö.ö)
There was this second survey a few weeks ago and this issue doesn't even show up, should the developers really concentrate on this and waste precious time and effort while the game needs everything else and gets so much hate and backlash?
I wish the team would focus on the most asked and most important things, they have the data from the surveys and they know what the majority wants.
Such minor improvements won't change much at this time.

lean nymph
#

Alt for slow mo is cool but as you stated these are temporary solutions. Something permanent needs to be implemented

languid geyser
#

Please remember to keep comments in here related to this post in particular. Thank you

edgy goblet
#

please do not ping the devs