- Jun 10, 2017
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This especially if you class your game as RPG. When it's a VN, well, we start to be used to empty rooms. Anyway it's clear for this kind of games, if you see no one, there's nothing to do. But in a RPG, you're supposed to have more interactions with the environment, and an empty room is not a place with nothing to do, but an opportunity to investigate and search the room.So yea, I have to agree with your point about not showing useless rooms/features. I'm all for showing upcoming features, but make it clear that they haven't been implemented yet.
Yep, graying is clearly better than disappointing. In the first case you show that you've anticipated the future of your game and know where you go. In the second it seem that you don't really care about your game and what players will feel.However if you don't do that, then the players will feel disappointed rather than hyped, knowing that there's noting to do in that area.
This said :
- I'm not a fan of the object labels being displayed at a fixed place.
Generally when you move the mouse in search of an active object, your eyes are on the mouse, not on the place where the label will eventually be shown. So, many people will miss it most of the time. Especially since it's not something that will be contrasted compared to the rest of the screen/interface. - I also have a problem with character screen.
It being closed by clicking again where you opened it, why not. But it's not intuitive, and it's not even evident since there's no change in the "opening button" leading the player to assume that he'll have to click here again.
Also, it imply that you can also click wherever you want. Actually it doesn't break the game, but still it's weird to have this screen still displayed while you change location or start to interact with someone.
Just declare the said screen asYou must be registered to see the linksand add a "close" button. It will be better and guaranty that you'll never have unwanted effect. - In fact I have two problems with the character screen.
There's also the problem of its background transparency. I have nothing against this, as long as the content of the screen stay fully readable whatever the scene background. And here it's fully readable only in the communal shower, the swimming pool, the dojo, the administration (when there isn't the girl with her white clothes) and the boudoir. In the seven other locations, part of it is not really readable, when not totally unreadable.
Either make the screen background less transparent, or addYou must be registered to see the linksto the text style. - The interface...
It being split with action at the right side, moving/misc at the left one, is also not really intuitive. Why a marker to show that you are expected to move the mouse to the left side, but none for the right panel ? How many people will discover its existence by reading this (or another) comment ?
Plus, the split is not a constant thing. By example, sleeping is an action and should be done from the action panel, not by clicking on the bed.
This example while also add to players confusion. In the room where the game starts, there's nothing to see when you open the right panel. This while every player will assume that you can sleep here, even if they still didn't found that the bed is clickable. They'll not assume that it's an action panel and many will just forget about it. - The said right panel and the interaction one.
If an action can't be performed, it should be shown in a way or another. Especially since in the interaction panel, you either state that the function is not implemented, or show a lock when the action is not available.
Add a grayed version of the button to mark that the action exist, but can not be done right now.
There's probably others things, but if so, I already forgot about them.