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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Jun 24, 2008 3:24 pm Post subject: Keys and locks |
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I've decided to add locks and keys to my latest project. It's easy, it's old and not particularly thrilling, but it's another game mechanic to keep the player busy.
Now I'm facing an almost trivial question - how to name the keys?
Some games have keys like "iron", "silver", "gold", other games have "winged key", "skull key" and then there are more ways ...
I feel uncertain what to do. So I want to ask, what kind of key names do you like best?
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Tue Jun 24, 2008 3:49 pm Post subject: |
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[Guard of the door]'s key.
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cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
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Posted: Tue Jun 24, 2008 5:36 pm Post subject: |
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Winged key, skull key, etc.
It would be best if the names of the key had some relation to the door they opened. For instance, the Doom Key would open Doom Tower's gate.
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Tue Jun 24, 2008 7:49 pm Post subject: |
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I'm partial to having color coded keys/locks
its easier to remember that the red key goes to the red door than say the winged key unlocks the door to the forbidden gate of the winged-monkey fortress or something like that :p
But some things work better than others for different games.
Try one approach have some people test it and get feedback on it.
Then try something else, have the same people test it again, and get feedback on that.
Then see what was more intuitive to the testers. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Tue Jun 24, 2008 8:58 pm Post subject: |
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How would you normally name keys in real life? Probably by their function. Car key, house key, desk key, crypt key, secret passage key. If you have too many keys for that to work, give them more specific names. Brian's car key, Bridget's living room cabinet key, seventh cosmic key to the equipment locker next to the women's bathroom on the third layer of hell.
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Tue Jun 24, 2008 9:40 pm Post subject: |
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Rainer Deyke wrote: | seventh cosmic key to the equipment locker next to the women's bathroom on the third layer of hell. |
I bet the women who use that bathroom are pretty damn hot. _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Tue Jun 24, 2008 10:55 pm Post subject: |
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Or give each key some info text describing what they are meant to unlock.
Nodtveidt wrote: | Rainer Deyke wrote: | seventh cosmic key to the equipment locker next to the women's bathroom on the third layer of hell. |
I bet the women who use that bathroom are pretty damn hot. | Made me laugh out. I'm tired, sue me :P. _________________
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Wed Jun 25, 2008 8:15 am Post subject: |
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DeveloperX wrote: | I'm partial to having color coded keys/locks
its easier to remember that the red key goes to the red door than say the winged key unlocks the door to the forbidden gate of the winged-monkey fortress or something like that :p
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If all fails, Sonnheim has a diary function where to keep such notes ;)
I personally favor colored things too, like in the old roguelike games ... but I assume most people demand a more artistic style.
Rainer Deyke wrote: | How would you normally name keys in real life? Probably by their function. Car key, house key, desk key, crypt key, secret passage key. If you have too many keys for that to work, give them more specific names. |
I think I'll try that. A few keys will be predefined and therfore can have sensible names. Some more will be created by the procedural map/treasure generators, and can't have a real meaning. I assume one will have to live with the fact that wooden chests need one sort of key and marble chests another ... I'll keep those fixed though, I think. I assume having randomly created chests with equally random keys one has to find each time is too annoying (chest #15237 needs key #15237). Better to have all wooden chests with one sort of key, and all marble chests with another ... or something like that.
Another question: some doors will not be locked, but guarded. So one doesn't need a key, but a permit. Is "permit" the right word here, or would that be "pass permit"?
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Thu Jun 26, 2008 6:52 am Post subject: |
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Hajo wrote: | Another question: some doors will not be locked, but guarded. So one doesn't need a key, but a permit. Is "permit" the right word here, or would that be "pass permit"? |
Hmm I think that permit would work. A hall pass seems a little childish. :D
...though being able to knock out the guards would be fun too....ahh been playing too many espionage games :D _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Thu Jun 26, 2008 8:09 am Post subject: |
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For the new Sonnheim module you'd rather need hacker skillz since most of the guards will be electronic, maybe cybernetic ... and a door won't open automatically if you just destroy the electronic control.
I wish I had time and motivation to design a proper game module for Sonnheim ...
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Flawe Slightly Deformed Faerie Princess
Joined: 29 Nov 2007 Posts: 32 Location: London
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Posted: Thu Jun 26, 2008 8:06 pm Post subject: |
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What about making the chests more interactive in the game world and not simply having keys.
For instance, the chest could perhaps be opened by a password that the player needs to guess, based in the position in the storyline or the place of the chest, or hints from npcs, etc.
OR...what about making the player think a bit. Say wooden chest on the ground can't be opened. The player might try to use a fire spell on it, since it's made out of wood, right? That could destroy the chest and give the player a mighty sword.
I'm bored so just rambling :)
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Fri Jun 27, 2008 7:56 am Post subject: |
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Chest aren't important enough, at least currently, to give them so much functionality. I think that creative energy is better spent on traps - but traps can be connected to chests, so maybe in the end the chests will appear quite complex.
"You see a wooden chests. There is a fine line just below the lock."
I once collected some ideas about traps:
http://www.simugraph.com/h-world/pmwiki/pmwiki.php?n=Library.Traps
With such traps, chests will be way more entertaining ;)
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