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Working Amnesia-Style Inventory System (In Progress)
Abion47 Offline
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RE: Working Amnesia-Style Inventory System (In Progress)

(10-16-2015, 07:42 PM)WALP Wrote:
(10-16-2015, 07:21 PM)Abion47 Wrote: I don't quite recall how the Amnesia momento system worked, so I'll have to do some research before I say if it will be a simple implementation or not. IIRC, the momentos section was basically just one-line journal entries for current objectives?

Pretty much mementos is just 1 page with some stuff written like:
  • The door to the storage is locked
  • This room has a weird feeling to it
  • I need to find a way out of here
  • etc

A thing thing that makes mementos a bit different though, is the fact that the individual items in the list of mementos need to be added/triggered individually, since they are relevant at different times in the game. Fx you might have a memento added when you first start that you need to escape, then later that a door is locked when you try to open it. You also need a little icon in the corner of the screen or at the very least a sound to indicate a new memento has been added.

I can add an option in the journal categories to skip the individual entry page and treat every separate entry as just a new line of text, but otherwise all that functionality is already in the module. Individual entries are added to the module by way of entry names (as opposed to entry titles, which is what you see in the game), and given the same name you can modify or remove that same entry at any time.

Also, when anything happens to affect the journal module, the player is notified via the text notification in the lower left of the screen. (Though I could add an option to display a graphic as well as or instead of text.)
10-16-2015, 08:10 PM
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RE: Working Amnesia-Style Inventory System (In Progress) - by Abion47 - 10-16-2015, 08:10 PM



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