Thought Ticker Redux

I originally thought of a GUI device called a "thought ticker" back in June of last year. It shaves off a thin bar at the bottom of the screen and dedicates that now empty black space for what is essentially closed captions of the character's mind.

This device serves as a thought bridge between the character and the player without use of speech bubbles or voice acting.


Save Point Teleportation

I was recently watching a speedrun of Metroid Fusion, and it occurred to me that there's no realistic logical reason for a futuristic game to have save points. They simply have no real world purpose or equivalent.


Volume-based Inventory GUI with Full Motion

I previously posted about an alternative to grid-based and slot-based inventory systems called "volume-based inventory" where instead of an object occupying a visual "honeycomb" in the GUI, it would take up real physical space on your person (pockets, backpack, etc). It was an effort to make an inventory system which made more real-world sense, but I also want to try using it to make a more immersive gaming experience.

Alone in the Dark (2008) also tried to re-invent the inventory screen for a more immersive experience. What they did was have your character open their jacket to access items and have you select items from a first-person perspective. They wanted certain items in your inventory to be instantly-accessible during combat. However, it proved to be just a re-skinning of a traditional slot-based inventory screen.

I think I've come up with something better for what they were trying to do. However, it requires Full Motion.


Teleporters should be universal

I was just watching someone play Two Worlds. There are teleporters in the game that can take you to the location of another teleporter somewhere else in the world.

...but, you can't take your horse with you.


"Friend Codes" + "Canned Responses"

"Friend Codes" are a recent trend in online gaming (mostly by Nintendo) where instead of having a screen name, your online identity is given to you by the game as a number anywhere from 12 to 16 digits in length. Both players must add eachother's respective friend codes to their friends roster before they can play together. You are expected to only show this number to people you trust.

"Friend codes" exist because the game host doesn't like young children to be exposed to adults playing the same game without their consent. To their credit, friend codes do what they're supposed to, and it's very effective. The problem is that friend codes are expected to be acquired outside the game, while out in the real world. This is a big hassle to gamers that don't have much social time available to spend on finding their friends' friend codes.