#Locks and Keys
1 messages · Page 1 of 1 (latest)
Are you talk about collecting just one to unlock a door? if it's more then that, why would I want to do that instead of 1 key for each door? I think at least getting to assign a number to a lock and key would be great.
why not just
output global square -> open global square door
and so on
that's up to ten
the whole point of keys is to be fluid; there are other mechanics if you don't want that
this'd be more confusing than anything imo
@weary kelp I will try that then.
locks & Keys was put in the game for a reason, so it just seems like you should have more options with it.
For linking them
i'm not sure how itd even look in the ui
would it be clogged with a bunch of keys? or just hiding info from the player?
either way not great
CatBeanGod "i'm not sure how itd even look in the ui
would it be clogged with a bunch of keys? or just hiding info from the player?" I'm not sure what you mean.
at the moment, it shows a key counter in the top left of the screen
how would this look with your suggestion?
Oh, but if you assign a number to each after you lay them wouldn't it eliminate and what you are talking about? I know what you are talking about, where it holds recent stuff you used, right?
I think I get what you are saying, I have a Key 1, key 2 and key 3 but it only show the number of keys I have. Is that it?
possibly colored locks/keys would work well, but numbering would be incredibly unintuitive
but yea, if you want specific locks/keys, just use shapes/fragments + conditions (and optionally focus)
@summer sonnet OK, I will have to learn how to do that.
if you click and hold a placed entity, it will open its context menu in case you didnt know!
@summer sonnet What is it about linking keys with numbers you don't like? I don't want to take too much of your time because I know you are busy. And how would you do color Locks and keys?
there is no quick intutive way to present the number of a key and lock to the user
colored keys/locks solve this by having the user being able to associate their "number" as their color
but your problem can be easily solved by not using keys in the first place
you could assign your locks to be unlocked by pressure plates for example
@summer sonnet OK, I will download this picture. I am thinking about buying your game because I love RPG's and creating levels, and I hope you will consider my suggestion, Thanks.
https://questmaster.wiki.gg/wiki/Triggers give this article a read if you can! the game's logic system is very effective for the kinds of things you're trying to do, and Julian's picture is a very simple example of that.
I think your main question is about how to make sure the player uses a specific key in a specific place, and that would require a little creative thinking. you don't need to use keys, per se, but anything that could be used as a key. in that way you could give the player different items or objects that only work to unlock specific doors, i.e. a bomb to open a cracked wall, a shape gem to put into a shape socket (though I think those are unavailable in the demo)
To date for my open dungeon, I has used almost every condition in the editor, crazy isn't it?
in one room?
that seems more like a maker issue than anything to me-.
you have twenty if necessary
ten of which are per room
My dungeon is one big open room, I have used all 10 shapes, 10 fragments and their conditions, most sequence etc. It has pillars to keep the player in one area to complete the task to open the next area. Well I don't have time to explain it anymore if people don't understand, I have flaws to fix in my dungeon.
Cat I think you're scrutinizing a bit too much lol
sorry yeah
I will put it on here for people to try when I have everything worked out.
Back to working out the flaws, later.
I think if you really need to do a lot of things in one room you could get about. 50 seperate triggers in a room if you pushed it. (it depends on a few things and context of what you are usign the hsape conditions for could be less. but you can push it a lot)