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(+1)

This is all great advice, thank you! I am aware of most of these issues, but I haven't come up with solutions for them yet. 
The banjo in particular treats the song's entire length as the interaction, so you can't click anything else while it is playing. It also breaks interactions if you leave the yurt while it is playing.
Disabling selection while the animation is playing for the log is definitely something I can rig up easily. The challenge is that the area that provides the prompt is the clickable area, so in order for it to become clickable, you have to be nearby. I'll have to find a way to modify the system to fix that, but I do agree clicking on the object would be better.
I've fixed the volume slider issue on another game, not sure why I didn't here. Probably just an oversight, will correct soon.

Thank you again! This is all very useful information.

For the Banjo, on one hand, you are supposed to be playing it, so doing an animation of it being played and the player unable to move around or leave the yurt would make sense, but then the length could be an issue with some people, like me, wanting to move around and explore while listening. Ideally you'd want to implement a way for the player to end it early, if you did change it to limit movement, or shorten the length. Instead, you may want to treat it as just being a change to the music track that is independent of any other interactions. Since it breaks when leaving the yurt, I'd also suggest setting up a signal that is emitted when you leave the yurt, and which then banjo interaction connects to. That could trigger the early end of the interaction and restore anything that was disabled while it played.

For making the interaction areas clickable, you could use buttons, perhaps texture buttons, placed over top of the interactable objects. You already have your labels popping up, so just add a button as well. They can be mostly transparent. If you go with a texture button, you could take your existing art and do an outline or greyscale of them, and overlay it to give a highlighting/glow effect to show what is interactable, and where the clickable area is.