![]() ![]() And might be unnoticeable in a well lit game. Highlighted items can be kind of jarring in a dark, moody, survival horror game. I can’t quite tell which is the most elegant solution. Nowadays, the most common methods used are the highlight, the outline, and the button prompt (the revolving item style has mostly fallen in disuse as games strive for slightly more realism). Did you know that in many shooters, red is both the color of health items but also of explosive barrels? Life and death in a single color. Wish they had thought about that.Ī red outline for a health item. It also resulted in a lot of pixel hunting. That is probably one of the earliest forms of highlighting. At least you were able to finally work out somehow that the hamster could go in the microwave oven. But at least in Scumm games there was one concession: interactive items had a small description appear in the interface. Surely that flower pot is interactive? Nope. And if not, well, trial and error always worked.Īdventure games were once again out of luck, as the amount of details in the picture increased. Whichever it was, people could (usually) tell by themselves. After all, if you could see it, there were probably two results: either it was bad and you’d die upon touching it, or it was good and you needed to walk over it and get it. Cauldron didn’t pull any punches.Įven so, for a while, I don’t think it was all that important to tell players what was interactive. Besides, you might as well give up with all those enemies. Excuse me if this super important key is the same color as the ground, we are working with 16 colors here. ![]()
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