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Old 10-03-2016   #52
ms reflec beat stan
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Regarding tips, we really oughta bring back the manual (and maybe ask for translations from the community so that people who speak other languages can make use of it), but I know in dev channels we've also talked about expanding the help screen to a full-out help menu that has a main menu entry as well as the typical F1 access point. That would at least give us a place to explain basics, and for more complex things maybe we could include demos as a visual aid or something like that?

Originally Posted by Aegix View Post
Actually, on the subject of "show, don't tell", will there ever be some hint to show players that a wall isn't "knuckles-Climbable" until they try to climb it? Personally I'm just used to it at this point, but it's still a nasty surprise the first few times it happens, until you learn to try to predict where they'll happen.
This is a level design problem moreso than a game problem. The best thing to do in these cases is use specific textures for non-climbable walls; for instance, in Clock Towers I used the dark stone texture (iirc) for them, and in ACZ2 I'm using the brown ACZROCK variant for the same purpose.
OK Google, define "hubris".
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