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  • âœī¸Design Intro
    • Gameplay Summary
    • Art Style
  • đŸ•šī¸Basic Game Mechanics
    • đŸ–Ĩī¸User Interface
      • Server Hub
      • Server Lobby
        • Edit Character
      • Game
        • Player HUD
        • In-game Settings
        • Inventory
        • Radial Menu
        • Misc. UI Elements
        • Windows
    • 🎮Controls
    • đŸ”ĻField of Vision
    • 🔍Examine
    • đŸ–ī¸Interactions
      • Move
      • Activate
      • Access
    • âŗRounds
  • đŸ›°ī¸Environment
    • đŸ—ēī¸Tilemaps
      • Stations
      • Planets
      • Tile Objects
        • Airlocks
    • â˜ī¸Atmospherics
      • Gas Substances
    • 🧩Connectables
      • Basic Adjacency Connections
      • Advanced Adjacency Connections
      • Window Divider Adjacency Connections
      • Counter Adjacency Connections
      • Directional Adjacency Connections
      • Disposal Adjacency Connections
        • Disposal Furniture Connections
      • Pipe Adjacency Connections
        • Pipe Furniture Connections
      • Transit Tube Adjacency Connections
      • Wire Adjacency Connections
      • Airlock Adjacency Connections
    • đŸ—ī¸Construction
      • Construction Recipes
        • Walls / Windows
        • Doors
      • Menu and User Case
      • Propositions and Suggestions
    • 🔓Crew Access
    • ⚡Electricity
      • Power Grid
    • 📞Communication Systems
  • đŸ‘ĢEntities
    • đŸŽĨRoles
      • 📋Crew
        • Nanotrasen
        • Command
        • Security
        • Engineering
        • Medical
        • Science
        • Supply
        • Civilian
        • Silicons
      • Antagonists
        • Primary Antags
        • Secondary Antags
      • Ghosts
    • đŸ§™â€â™‚ī¸Characters
      • Player Characters
      • NPCs
    • đŸŒĄī¸Health
      • Stamina
      • Damage
      • Body Systems
        • Organs
          • Lungs
          • Heart
        • Blood
        • Oxygen
        • Pain
        • Death
        • Body parts volume
      • Healing
        • Surgery
    • âš”ī¸Combat
      • Combat Mode
        • Help
        • Harm
        • Grab
        • Hold
        • Push
        • Toss and Throw
        • Items
          • Melee
          • Ranged
      • Melee combat
  • đŸ”ĻItems
    • 📌Hold Positions
    • 🍕Food
    • 🧰Containers
  • đŸŽŦActions
    • đŸ› ī¸Crafting
      • Makeshift, simple Crafting
      • Advanced Crafting
      • Specialized Crafting
    • âš—ī¸Chemistry
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  • Basic Examine
  • Detailed Examine
  • Custom UI

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  1. Basic Game Mechanics

Examine

PreviousField of VisionNextInteractions

Last updated 1 year ago

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Players should be able to examine the things that are being visually displayed to them. This is vital due to simplistic of the game and the amount of unique qualities of many objects.

Basic Examine

AKA "Hover Examine", this basic form of examine happens continuously to display the name of the object your cursor is hovering over.

We can also add more detail to the description of an item the longer someone is examining it (while close). So if you examine someone running past you just get their skin, hair color, and some clothing yet miss their name for example.

Custom UI

The custom UIs on certain objects can provide more information than to the player than just a name and description. Below you can see a character's ID card with his name, age, occupation, and even a photo.

Custom examine UIs are distance-sensitive though. Meaning they only show up if you are within a certain distance, otherwise you will only see a basic name & description or even just a name.

Some objects may show their inventory contents even, like characters for example.

Detailed Examine

Detailed examining is self explanatory in that it not only displays the object's name but also more details about the object like a description, inventory, custom ui, etc. (if it has those). It has to be activated by the player via holding a key (see ).

đŸ•šī¸
🔍
Controls
art style
Basic (hover) examine.
Object with short description.
Object with a custom UI.
Detailed examining a character.