I’m playing around with trying out a 3D point & click story based adventure game (Think ‘King’s Quest’ with a modern environment).
My current struggle is coming up with a good way to handle the “Point and Click” aspect of the game. I think I’d like to be able to click on a hammer on the shelf, and as long as the player is standing near it, have the player walk over and pick it up (or have a mass-effect dialog style of options to do with it). I originally considered having the entire game be UMG based (invisible buttons sized like the items), but I’m not sure if that’s really the best way to handle this.
As you can see below, I do have a triggered area where the player walks by the door and it gives them an option to leave the area, but I don’t think this would make for a very fun point & click game if I made it that obvious about what items can be interacted with.
General thoughts? Any advice would be appreciated!
Not sure if you’ve played “wolf among us” or not but they have an interesting concept. And since you have a click to move option and it shows the mouse its pretty chilled. So what I would personally do would be:
Instead of a triggerbox where the player walks into, I would keep a free mouse movement and whenever a player moved his mouse over an interact-able object it would sort of get an outline and then you could bring up tiny UMG options to “examine” “take” “interact” etc. I highly suggest playing wolf among us to get a true feeling of this instead of just watching a video as you wouldn’t understand how it worked. And as far as the outline when mouse hovers over it to give a few options goes here’s a small tutorial that helps with the first bit, and you know how to make UMG, so tadaa.
I have played “A Wolf Among Us” and loved it (along with the rest of Telltale’s games). I highly recommend the Walking Dead & Game of Thrones games if you haven’t played them yet. That’s exactly the style I’m going for, with exception of the camera working as shown in the video above instead of the 3 dimensional exploration.
I like the idea of highlighting meshs. I haven’t had the chance to dig into the link above, but hopefully I’ll have some time to check it out tonight (Appreciate that, by the way!).
Do you have a recommendation on handling the selectable options(“examine”, “interact”, etc.)? I want to say creating a blueprint with the mesh and a 3D widget might work, although that’s just a guess since I haven’t done anything like that with UMG yet.
I have not. Although from a quick glance, I have/had my own ways about doing a number of the things covered in it, but I haven’t started on the inventory management yet, so it should be helpful in that regard. Thanks!