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Interact with Items in Close-up view?

Hi everyone, I'm making a 3D game about fixing thrifted furniture for my uni this semester. The main mechanic is to use various tools to restore/alter their appearances, but players may find trinkets left behind by previous owners. This AC guide https://www.adventurecreator.org/tutorials/examining-objects-close is what I want for the close-up view, but I need help with the interaction part. It's similar to escape room games, cooking games, or Assemble with Care. If that can't be done, here are the alt routes:
1. Upon clicking the furniture piece, switch to a new scene with only that furniture to begin the fixing interactions (with hotspots).
2. Use the tools directly on the furniture without close-up (examine to find lost items, sponge to clean, etc.)
Or if you have other suggestions, I'd love to have your feedback. Thank you so much! :D

Comments

  • Welcome to the community, @lactosefreecat.

    The "close-up" tutorial you mention specifically deals with the ability to rotate objects around, so that the Player can examine them from all angles. Is that what you're looking to achieve, on top of letting the Player also click specific parts of an object to interact with it further?

    The second of the two methods should allow for additional Hotspots to be placed on an object - are you facing a specific issue, or just looking for general advice?

    I know you've linked to an example game of a similar style, but if you can describe in detail how you'd like your own game to ideally behave, I can try to give specific advice.

  • edited August 2024

    Hi Chris, thanks for the prompt reply!
    This will be my second project with AC, but my first one was in 2D so I have a lot to learn. And you're right, I want to examine the object from all angles, and use tools from the inventory to further interact with it within that close-up view. For example, after buying a used sofa online, placing it in the room and entering the close-up view:

    • Hand-vacuum: Clean the sofa - Sofa switches to a cleaner sofa sprite AND in a hotspot, the player finds an old locket left behind
    • Scissors: Uncover the fabric - Sofa switches to a sofa sprite with only frames
    • Fabrics: Put a new cover on - Sofa switches to a different colour sofa sprite

    And so on, I plan to include different tools for different furniture to evoke that tangible, DIY vibe. I don't think making detailed animations like Assemble with Care is possible, but moving cursors + sounds should make up for it. I haven't tested the interaction yet since I'm also looking into other engines, but with my game's focus on storytelling, AC is still the prime choice. I'm reading the placing objects from inventory tutorials, but feedback is always appreciated :D

    Addition game mechanics (if you're interested):

    • Each lost item belongs to a collection, collect all to unlock a journal page and a cutscene about their previous owners
    • Shop system (similar to FB Marketplace) to browse and sell items
  • Thanks for the details.

    Yes, I'd say the second method of the tutorial would be the best starting point. The main points of having an object transform to a specific place, enable the Draggable, do so with parameters, would apply here.

    The main difference with yours is the presence of additional Hotspots on the Draggable while in close-up mode. If the Hotspot colliders are positioned "above" the Draggable (such that raycasts detect them first), you shouldn't have an issue with both being on the close-up object, though we may find that some tweaking may be necessary. I'd recommend trying out a single test object and see how things go.

    In addition to the Draggable turning on while in "close-up" mode, you're also going to want to make its various Hotspots turn on as well (this is separate to the "main" Hotspot that is clicked to enter "close-up" mode in the first place).

    While you could use Hotspot: Enable or disable Actions for this, an easier technique would be to switch to a separate "Close-up camera". This camera could still be in the same position as your regular camera, but you could then assign it in each Hotspot's Limit to camera field - so that they are automatically only interactive while this camera is active.

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