1 | | Looks like my original idea of simply triggering links was flawed. I'd forgotten that there's some places, like here, where the links aren't directly usable, and instead the game objects themselves have a cursor and transition logic. A good example of this, other than the lift, is the parrot cage, where the there's a special object for turning away that closes the cage before starting the movement away. |
| 1 | Looks like my original idea of simply triggering links was flawed. I'd forgotten that there's some places, like here, where the links aren't directly usable, and instead the game objects themselves have a cursor and transition logic. A good example of this, other than the lift, is the parrot cage, where the there's a special object that handles turning away. |