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Artifact Lab Improvement thread
#7
RoboTek Wrote:1: Make 'weak activations' visible on artifacts. Have the artifact visibly do something when an effect that could activate it, but isn't strong enough, occurs.
Make activation response slightly indicate category of effect.
2: Grant hand-held testing for initial inspection. A cattle-prod (terrible shocker), wielding torch (allow it to act as a heat source), hammer, and irradiator (weak radiation gun).

Funnily enough I implemented suggestion 1 just the other day! You'll see "(artifact) makes a faint noise" if you're on the right track.
2 is a pretty great idea and i'll deffo put some handheld tools in artlab.

As for a breakdown of artifacts in general, it's possible, but ehh... I hate admitting this, but I kind of went on a massive code binge nearly two years ago now to recode the whole artifact system from the ground up, then took a long break from coding before I put it ingame. When I came back I had barely any fucking idea what any of the shit i'd coded did. Kind of some weird fey mood bullshit. I'm still basically working around my own lack of knowledge on something I myself coded to try and improve the artifact system. D'oh!

I'll try and do a writeup but I can't guarantee it'll be that clear!
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