New feature optimized and fully implemented!
🕑 Added 2022-12-19 00:27:02 +0000 UTCI started to call it "notification_icon" while refactoring it, but I'm unsure if the name will stick. Its purpose is to show where are the interactable regions of the house to make it easier for the player to figure out what Martin can and can't do.
The player clicks on the "test" button to activate it, and after displaying it for enough time, it quickly vanishes to keep the game visually clean. This activation button is temporary, and I will replace it when I figure out the design of the heads-up display for this project.
Some properties:
- Its animation and visual effects are made to make it visually appealing even if you use it many times. It has some subtle details that you only notice if you really pay attention to it, like the trembling after some time floating on the screen, and the random blinking when it's time to glitch away.
- The notification is shown from closest to farthest based on Martin's current location. Here's a comparison of the same icons, but with martin in different positions:


- Its size hints about the importance of each place, so you can tell which interactions potentially advance the plot from the ones intended to add more flavor or expand the lore of the game.

(Though showing these icons bigger for things closer to the camera in contrast with smaller icons for inspections farther away is SO visually appealing! I'm a bit divided about which direction to take. You can comment to help me figure this out.)

This notification system and more new backgrounds will be on the next Development Build, scheduled for December 27 to all Level Three Contributors! I hope you like it.
Now, I'll be back to work!
Comments
Quorry In House
Maybe significance can be tied to a different visual quality, like color or texture