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  • ✍️Design Intro
    • Gameplay Summary
    • Art Style
  • 🕹️Basic Game Mechanics
    • 🖥️User Interface
      • Server Hub
      • Server Lobby
        • Edit Character
      • Game
        • Player HUD
        • In-game Settings
        • Inventory
        • Radial Menu
        • Misc. UI Elements
        • Windows
    • 🎮Controls
    • 🔦Field of Vision
    • 🔍Examine
    • 🖐️Interactions
      • Move
      • Activate
      • Access
    • ⏳Rounds
  • 🛰️Environment
    • 🗺️Tilemaps
      • Stations
      • Planets
      • Tile Objects
        • Airlocks
    • ☁️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
    • 🏗️Construction
      • Construction Recipes
        • Walls / Windows
        • Doors
      • Menu and User Case
      • Propositions and Suggestions
    • 🔓Crew Access
    • ⚡Electricity
      • Power Grid
    • 📞Communication Systems
  • 👫Entities
    • 🎥Roles
      • 📋Crew
        • Nanotrasen
        • Command
        • Security
        • Engineering
        • Medical
        • Science
        • Supply
        • Civilian
        • Silicons
      • Antagonists
        • Primary Antags
        • Secondary Antags
      • Ghosts
    • 🧙‍♂️Characters
      • Player Characters
      • NPCs
    • 🌡️Health
      • Stamina
      • Damage
      • Body Systems
        • Organs
          • Lungs
          • Heart
        • Blood
        • Oxygen
        • Pain
        • Death
        • Body parts volume
      • Healing
        • Surgery
    • ⚔️Combat
      • Combat Mode
        • Help
        • Harm
        • Grab
        • Hold
        • Push
        • Toss and Throw
        • Items
          • Melee
          • Ranged
      • Melee combat
  • 🔦Items
    • 📌Hold Positions
    • 🍕Food
    • 🧰Containers
  • 🎬Actions
    • 🛠️Crafting
      • Makeshift, simple Crafting
      • Advanced Crafting
      • Specialized Crafting
    • ⚗️Chemistry
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  1. Basic Game Mechanics
  2. Interactions

Move

Moving an object implies different things depending on the object you're trying to move.

  1. Pick Up - the character takes the object with their hand, picking it up, and carries it with them.

  2. Grab - the character grabs hold of the object with 1 or more hands, to pull/push or even strangle.

More accurately it depends on the size of the object you're trying to move.

Examples of small objects
  • Most items; tools, clothing, food, weapons, building materials, etc.

  • Small furniture; stools, blender, cell charger, etc.

  • Small entities; lizard, birds, cockroach, fish, cats, small robots, etc.

Examples of medium objects
  • Large items; large boxes, large sacks of vegetables, etc.

  • Medium furniture; chairs, microwave, small crates, etc.

  • Medium entities; humanoids, dogs, medium robots, etc.

Examples of large objects
  • Most furniture; fridge, large crates, water tanks, lockers, tables, etc.

  • Large entities; cow, goat, xeno queen, etc.

So how do we decide when to pick up and when to drag? We check the number of available hands..

  • small objects - always pick up

  • medium objects + one free hand - drag

  • medium objects + two free hands - pick up

  • large objects - always drag

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Last updated 1 year ago

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