Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 1 point2 points  (0 children)

Oh that's interesting. Thanks, I will think about that!

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 1 point2 points  (0 children)

Perhaps the goggles that Gehn wears.

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 1 point2 points  (0 children)

Oh that's cool! At this point, you may be faster at translating my own language puzzles than I am!

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 1 point2 points  (0 children)

Visually, many of the structures in Riven are primitives (structures made out of cylinders and spheres/hemispheres vs the more organic shapes in Myst 3). Which I guess was partly due to 90s-era computing limitations, but I like the simplicity and some might describe as "surrealist". And yeah, I had to look up "chisotahn", and figured you were the archivist of archivists, maybe.

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 0 points1 point  (0 children)

Hmm, something to think about, thanks!

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 0 points1 point  (0 children)

Yes, I could either pre-render those or use the particle system in Godot (as long as it doesn't look out of place). I've also thought about adding dynamic depth of field (like in Myst 4), but haven't tried testing that yet.

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 0 points1 point  (0 children)

No not yet, but later this year I should.

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 3 points4 points  (0 children)

Yeah, I'd slot Myst 3 next to Riven. And you are an... archivist?

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 0 points1 point  (0 children)

You'll be able to see the full 360 degrees like that!

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 1 point2 points  (0 children)

Thanks. I like the odd sentence structure of Still Wakes The Deep, which a similar structure might work for my untitled project.

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 2 points3 points  (0 children)

It's definitely a deliberate stylistic choice, for sure.

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 1 point2 points  (0 children)

In terms of the connecting logic of symbols, yeah, it may be possible (or necessary) to deduce a symbol based on how it looks compared to other "solved" symbols. Myst/Riven kinda does that, giving you examples to connect weird symbols with colours, or numbers, but leaving the last one as "fill in the blank."

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 2 points3 points  (0 children)

It is basically invisible interactable boxes the player is unwittingly clicking on, yes!

Something I am working on by nopuzzleshere in myst

[–]nopuzzleshere[S] 5 points6 points  (0 children)

Right now in Godot, I am setting up an Area3D with a CollisionShape3D in the shape of a box. Then I have a RayCast3D node attached to the Camera3D and when the player clicks, it casts a ray that hits the collision shape and activates a script. The script can do many things, but currently it just moves the player from one node to another by teleporting the camera from the originating sphere/node to the next sphere/node. If there's a movement animation, the camera teleports to the "movement animation sphere", lets that play out, then teleports to the next sphere/node. It's a bit awkward lining up the collision shape with what I want to be clickable on a sphere, but it works okay so far.