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Script Areas
MegaScience Offline
Member

Posts: 213
Threads: 1
Joined: Aug 2011
Reputation: 2
#12
RE: Script Areas

(08-28-2011, 04:51 PM)JetlinerX Wrote: I am actually surprised people didnt use the key where they needed to. After all, there are only 2 locked doors on that map. Its really the players fault if they dont check, not mine for not forcing them to check. IDK, maybe its just me, but I am not going to point the player in the right direction every time. They have to do some exploring.

~ Author of The Attic Wink

You wouldn't really be directing them, just preventing them from having a big hole in your plot for missing notes and whatnot. Until I contact Officer to diagnose what went wrong, I can only say that the main game would never leave the player with a key if they should somehow miss the door. All keys have a definite purpose and must be used. So... In that context... You might want to make sure the key is used to prevent such confusions.
08-28-2011, 05:26 PM
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Messages In This Thread
Script Areas - by ZRPT - 08-28-2011, 07:28 AM
RE: Script Areas - by GreyFox - 08-28-2011, 07:55 AM
RE: Script Areas - by ZRPT - 08-28-2011, 08:04 AM
RE: Script Areas - by Obliviator27 - 08-28-2011, 08:12 AM
RE: Script Areas - by ZRPT - 08-28-2011, 08:27 AM
RE: Script Areas - by MegaScience - 08-28-2011, 01:11 PM
RE: Script Areas - by JenniferOrange - 08-28-2011, 02:04 PM
RE: Script Areas - by MegaScience - 08-28-2011, 02:18 PM
RE: Script Areas - by JenniferOrange - 08-28-2011, 02:31 PM
RE: Script Areas - by MegaScience - 08-28-2011, 03:06 PM
RE: Script Areas - by JetlinerX - 08-28-2011, 04:51 PM
RE: Script Areas - by MegaScience - 08-28-2011, 05:26 PM
RE: Script Areas - by JetlinerX - 08-28-2011, 06:10 PM
RE: Script Areas - by MegaScience - 08-28-2011, 06:12 PM
RE: Script Areas - by ZRPT - 08-29-2011, 03:08 PM



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