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Oh, that IS helpful, actually. I wonder if I could create a Scene with just the Notebook aspect of the game in it, without completely throwing off the Scene that it's currently in. Hmmm....Switching Scenes (even before today's glitch) has always given me a bit of trouble -- I really want the Locks to include the conversation ACTIONS as well as the conversation LINES (for example, you ask the player a question and the options are A, B, and C -- I don't want the scene switch to be predicated on whether they've seen the question, but whether they've chosen B or C).
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On Fri, Aug 28, 2015 at 4:24 PM, Christopher Holden <chris.l...@gmail.com> wrote:
I don't have a fix, but I think the design would have to involve separating the notebook map from the game map. This could be an articulation of tab types, or maybe HUD on the map itself. I think being able to place some control with the author would help to, e.g. define the properties of location triggers that accompany notes.Right now, the only thing to help is locks and scenes (though not so helpful given your other message today). You can turn off most parts of ARIS depending on what scene the player is in or what they have/have not done, so this should include the notebook too.I believe notes themselves are scene specific (but I have not tried this). The scene you create a note while in is the only one in which that note is visible.
On Fri, Aug 28, 2015 at 12:37 PM, Carissa Dougherty <cdoug...@mortonarb.org> wrote:
I'm just re-opening this old thread... The issue for our game is that once a couple of people have made notes, it's nearly impossible to click on the game objects themselves. Other than having to go in every couple of hours and delete notes, does anyone have any suggestions?
On Wednesday, June 3, 2015 at 2:09:03 PM UTC-5, Elias Tzoc wrote:Hi all ... any updates or tricks on how to hide/disable notes so that the map doesn't get too crowded?
On Tuesday, May 12, 2015 at 1:32:49 PM UTC-4, Kevin Alford wrote:Its a totally doable feature, it doesn't exist currently. Im curious about other possibilities as well. Like are you still interested in people interacting with those notes from the map too?Notes get created in scenes, so you could hide them all by switching between scenes. Games could be organized so progression between scenes limits what the player sees at any time. You can even have identical sets of game objects at the same locations so the player doesnt feel like they're in a new place. (aka scene 1 has plaque 1 and 2, scene 2 also has plaque 1 and 2)Other than that, is it just that clicking in a dense area tends to result in clicking a note instead of the game item?
On Monday, May 11, 2015 at 8:53:30 PM UTC-5, merisen...@gmail.com wrote:Field tested a game I'm working on today. One thing we discovered was that the map became incredibly crowded with notes, so much so that it became difficult to see the game interactions.Any way to do this?
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