Reply to Re: I have an idea
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I completely disagree with that idea.
If you're going to have some sort of hint system, you shouldn't make it only have limited charges/uses. What if someone uses them all early in the game, and can't figure out what to do later? They'll just give up.
Far better is a system like we had in Cloud Castle 2, or a journal system as has been suggested. You don't need to say "Go to the mines for your next quest, pal"... all you need is something to push the player in the right direction.
A good "hint" system could use the King's News posters. For different story variables have different headlines. If the player needs to go to the mines next, have a headline reading "Trouble at the Mines." It would take someone pretty daft not to figure that one out.
There are a million ways to push the player in the right direction without holding their hand.
If you're going to have some sort of hint system, you shouldn't make it only have limited charges/uses. What if someone uses them all early in the game, and can't figure out what to do later? They'll just give up.
Far better is a system like we had in Cloud Castle 2, or a journal system as has been suggested. You don't need to say "Go to the mines for your next quest, pal"... all you need is something to push the player in the right direction.
A good "hint" system could use the King's News posters. For different story variables have different headlines. If the player needs to go to the mines next, have a headline reading "Trouble at the Mines." It would take someone pretty daft not to figure that one out.
There are a million ways to push the player in the right direction without holding their hand.






