It's no big deal to be honest. I don't wantitems to be picked up
automatically so badly thta I wouldn't consider buying the game if
enter was used. Besides, this game is closer to being done than ever
before, so just finish the game. I might branc this out into a more
general discussion about realism vs. fun (which was the original
intention to be honest - you're obviously trying to make a slower game
than I invisioned).
On 2/24/09, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi James,
> Ok, I guess i can meet you part way here. What I can do is leave the
> enter key as is, but add an automatic pickup feature if you happen to
> get near any item. Does that suit you?
> James Dietz wrote:
>> Having a torch which is constantly running out would give the game a
>> sense of urgency - especially if most of the rooms are dark as Tom
>> says. Besides... when would you really think to blow out your torch?
>> In my opinion, this is just another feature the game doesn't need to
>> be fun (I guess I'm going to have to agree to disagree with Tom about
>> enter-to-pick-up-stuff). Too many keys and featuresto remember result
>> in a less fluid and enjoyable experience. Remember the player is
>> going to be jumping around, killing monsters and scooping treasure.
>> Are they going to take the time out to remember to blow out their
>> torch (or hit enter to pick up an item, holster their weapon to jump
>> over a pit)? Keeping track of such boring figures isn't exciting,
>> it's tedius. The realism (or ... unrealism for this feature I
>> suppose) argument doesn't fly with me.
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