Scan 3.0 / blurb questions
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How can we better distinguish important scans from unimportant ones? (in scanning mode)
- Rethink scan “categories” / colors used in PP. Do a simple heuristic
- White - already scanned
- Light green - Low important “nature” 1
- If category = botony, selenography AND If
bUnimportant= true - Plants are always in the codex, never uses bold text (text is maybe even slightly faded)
- Uses the same blurb as other plants (title)
- Maybe categorize in codex together to reduce clutter
- If category = botony, selenography AND If
- Dark (saturated) green - gameplay or lore important plant 2
- Uses plant blurb, gameplay text is ALWAYS bolded or highlighted in someway
- Light blue - flavor text (non nature) 3
- if category = xenoarcheaology, lunosi lore, equipment, player insight AND in
bUnimportant= true ORbCodex= false - Likely NEVER in codex
- Blurb does NOT show title / subtitle, just the text on a very simple blurb
- Special blurb for lunosi translation (maybe just code this into text display or something)
- if category = xenoarcheaology, lunosi lore, equipment, player insight AND in
- Dark (saturated) blue - Gameplay object (codex) / Lore / Robot 4
- if category = xenoarcheaology, lunosi lore, equipment, player insight AND in
bUnimportant= false ORbCodex= True - Blurb ALWAYS shows title
- Special blurb for lunosi lore (translates)
- if category = xenoarcheaology, lunosi lore, equipment, player insight AND in
- Red - Critical one off gameplay info 5
- if category = important
- EG Blocked Path or Door locks
- Always unique, never in codex
- Simple blurb, loud border, no title / subtitle
- Purple - Golem 6
- if Category = Golem
- Sometimes in codex (lore), sometimes just flavor
- Special blurb
- Rainbow - breakthrough 7
- Override everything if breakthrough!
- Very Special blurb, maybe the illustration thing!
- Rethink scan “categories” / colors used in PP. Do a simple heuristic
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How do we define “important”?
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How do we make scan range clearer? (How far you can shoot)
- Outline PP only shows at scan range (maybe, might be too oppressive)
- Yeah, it is too much
- Play some kind of “out of range” visual? orbs shrink?
- Do some research on contemporaries. What weapon has a limited range but is projectiles?
- Flame thrower, but that is pretty extreme
- Fade out at distance, emit a burst at end (pop)
- Projectile shink in size with distance
- Tracers is an interesting idea.
- OK I think I made small improvements but nothing substantial. hmm.
- Outline PP only shows at scan range (maybe, might be too oppressive)
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How do we communicate scan “health” better? (progress)
- Change hue of scan with progress
- Extra HUD element - added a screen space wheel
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Should we facilitate the click and hold makes a scan beam?
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How do we manage confusing / conflicting color choices like orange for nimbus / orange scan color?
- Done. Simply removed orange from the pool of scan colors
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How do we manage “Varient” clarity - IE seeing a name on an unscanned object is confusing
- Updated scan title thing
Blurbs
- Can we devise a better placement system for blurbs?
- Are there any updates for the rendering of the blurb (shader stuff)
- What about the blurb “line”?
- What else can we do to juice up the blurb experience? / How do we author “important” scans in a way that differentiates them from flavor ones?
- Need to make different versions of the blurb for different situations
- Don’t make new widget classes, just use contructor to modify the existing widget (WAY easier)
- Regular / default
- Some small hint on missing variants?
- Clue for scanning them all?
- Hint for a breakthrough on one of them?
- Simplified / Unimportant
- No title, no image, just the text
- Ehh title is still nice for things like “Copper Crate”…
- NEVER in codex
- Mostly used for player insights
- Could enforce fixed styling, maybe italic and lighter weight / opacity
- Player insights could always be italic, need a better italic font
- No title, no image, just the text
- Important
- Fallen rocks / broken elevator
- Could just be the regular one with red background, not unlike how it already is
- ALWAYS has some bold text
- Lunosi / translation
- Golem
- Weird text, maybe a cooler anim in?
- Breakthrough
- Need to make different versions of the blurb for different situations
OK
- Remove rarity display and replace with a “Variant” widget that displays with number it is ✓
- Works like xing poetry basically ✓
- Circle that fills in when discovered, outline when it is the current variant ✓
- Arrange dots in a circle ✓
- Place on blurb and blurb entries in codex ✓
- Change font to gontserrat semibold from mustica ✓
- Use bold text for title on blurb ✓
- Idea to “pop out” icon on important plants, or maybe always ✓
- Basically “harvest” the icon widget from the blurb in the parent actor and spawn a new 3d widget at the desired location
- Maybe make a content verifier on entry widget that checks for bold / no bold for unimportant entries
- Player insights should always be italic
- Remove title on player insights
How to differentiate codex / important scans in blurb
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Do we need to?
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What counts for “Codex” stuff
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Not a question- MAKE A FLAG TO HAVE THINGS NOT SHOW UP IN THE CODEX “Unimporant” or whatever lol
- flag is in, need to populate data and actually set up the codex to ignore unimportant
Plan
- Make a new blurb in draw.io or something, start “fresh”
- Do some research on contemporaries
Lunosi Translation
- GPU?
- Would be easiest to integrate
- Likely impossible. No way to access letter info, no good way to get lunosi glyph into material
- CPU
- Swap text styles over time
- May cause word wrap issues, may be ignorable
- Would be challenging to support styles, but not impossible
- Append lunosi runes to font and swap characters
- Theoretically would only need to do the “regular” font
- Still would have to write a very similar parser to the swap styles trick
- Would sorta work with text styles, as long as the parser supports it
- Doesn’t actually avoid word wrap issues as the font is not monospaced
- Swap text styles over time
Breakthrough Questions
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How do breakthroughs stand out from regular scans?
- Unified special ambient SFX
- Glowy sparkles around the asset
- Can be semi hand authored as there will only be ONE of each breakthrough… sorta maybe
- Literal RAINBOW effect in scan mode lol. Like bold AF
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How is the scanning experience EXTRA for breakthroughs?
- Different hyped up SFX for scanning
- Second “Layer” of scan health, like you charge it up to full then it goes into OVERDRIVE and you scan it more!
- Flash effect, bonus visuals
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How does the player know they got something good after scanning a breakthrough?
- Pop an upgrade visor. We can put all info the player needs there!
- Significantly jazzed up scan blurb (re-evaluate those first!)
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How does the player know what to do after scanning all (4) breakthroughs in an area?
- Scan blurb could explicitly tell the player to go to ship
- Pop an upgrade visor. We can put all info the player needs there!!!!!
- Player log, which has a push notif. Maybe a bit of a delay, or after the scan blurb closes!
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Are there any support scans that go along with the breakthrough? How do we know we are “working” towards a concept?
- Let’s work on the regular scan 3.0, may get some answers there.
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Actually build breakthrough system (if not done for crystal cave)
- Research. Find some contemporaries, or at least some related concepts
- Seeing the cool chest / upgrade holder after a gauntlet / battle
- What secondary FX can we use to pull em in?
- What flair occurs after the player interacts with it?
- BreakthroughZone
- Shares tag with breakthrough scan
- Dips music on approach
- Ambient hum SFX
- Particle glowy dudes (purple? Rainbow? Breakthrough colored?)
- Screen space particle aura effect (research this)
- Could use relevancy component to do distance checks for FX
- Breakthrough get
- Visor? Taking over screen is probably appropriate
- Different jingle?
- Sketch idea is still cool but I dunno if we have time. Maybe just use item get straight up and make a research icon instead
- Pop scan blurb after visor screen
- Research. Find some contemporaries, or at least some related concepts
Ideas
4 Breakthroughs on Beach:
- Sticky crystal at the end of the intro path (sticky stuff exists)
- Cracked one, filled with sticky
- Cache Creeper deluxe (physicality of zipwhip)
- Three fruiting plants, feed the dude
- Zoops up to ceiling, becomes breakthrough
- When scanned, gives both pre zoop scan varient along with breakthrough (no missables)
- Salt crystal in cavern (control / suppress sticky energy)
- Need some final “controlling” or source crystal that is scanable after
- Whirlpool plant fruit / seed / tuber (powerplant of the tool)
- Some reaction that makes the whirlpool plant create the burning seed guys
- Tubers?