Hint System 2.0
April 5, 2024
I’ve been promising it for the past couple of months and now, finally, here it is. A post on the changes to the in-game hint system for Sleuthhounds: Cruise. Yay, hurray!
All of the Sleuthhounds games have incorporated a hint system since the very beginning with The Unlocked Room. I patterned this off of the Universal Hint System, which presents hints in the form of questions that can then provide multiple answers with increasing levels of detail. Sometimes, if you’re stuck in a game, all you need is a nudge in the right direction. Sometimes, you’re just not getting it and need the full solution presented. The Universal Hint System provides for this, making it superior to traditional written walkthroughs where, even using a search tool, it can be hard to find the exact hint you need, especially without spoiling something else. And video walkthroughs/Let’s Plays are even more difficult to use, as they lack an effective way of searching.
The benefit of creating a UHS style system right in the game itself though, is that all of the game’s “state” is available to check. Has the player encountered that locked door yet? Do they have a bad paint job to clean up but don’t know where to find the paint thinner? Do they need to assemble some kind of disguise but are unsure of how to get started? With the hint system right in the game, it’s easy to tell what puzzles the player currently needs to solve, which allows for presenting only those hint questions that would be beneficial. There’s no worry of spoiling something even by reading a question.
![[The new hint system divides what needs to be done into multiple section, each with its own set of questions and answers.]](images/Sleuthhounds3HintSystem01Small.jpg)
The new hint system divides what needs to be done into multiple section, each with its own set of questions and answers.
Click to view larger.
In the earlier Sleuthhounds games, the player could go into the in-game journal and switch to the Hints tab for a bit of help. Here they’d find all of the available questions listed out on the left side of the journal, with three hints for each that could then be revealed one-by-one on the right side of the journal. Listing all of the hints worked fine in the earlier games. They were short enough and didn’t have too much non-linearity that it would create an unwieldy list of questions to have to wade through.
Then along came Sleuthhounds: Cruise.
One of the big challenges of Cruise, in general, is that it’s, well, BIG! A number of problems that I never had to deal with in the earlier games, or else could safely ignore, now must be confronted due, essentially, to the sheer amount of data that Cruise has. This certainly applies to the hint system. Not only is the game much bigger, but there are several non-linear sections where many avenues of investigation are open to the player at once. This means that using the same simple list of questions results in a looong list that is simply overwhelming to use. And if it’s overwhelming to use then people won’t use it, defeating the purpose of having it there in the first place.
Confronted with this issue, I knew that I needed to introduce some level of hierarchy into the hints. Some way to group multiple related hints together to make the system more manageable. For a while, I toyed with the notion of changing the hint system to use a tree view with different sections that players could expand and contract. The problem I foresaw with that, though, was that players, who are looking for a quick answer to what they’re stuck on, would have to deal with managing the tree.
Step back and think. A former manager of mine once told me that with regards to designing software – though it’s quite usable for pretty much any problem – and it’s something I’ve remembered ever since. Software designers have a tendency to go down the rabbit hole of “What about this? What about that?” and think of all the crazy fringe cases that could possibly come up. This almost always leads to an over engineered system, like implementing a fully expandable and collapsible tree of hints.
In stepping back and thinking about both the hint hierarchy and how the game itself works, I was struck by a blinding bolt of the obvious. Narratively, the game breaks up what players can do into discrete investigations and within those investigations are a number of steps to carry out. I’d vaguely known that before, but once I cemented that in my mind, I realized that I didn’t need a full tree view. I just needed one list of the open investigations and then a second list that would display the pertinent questions for a given investigation as selected in the first list. I didn’t need an arbitrary number of layers in a tree, I just needed two.
![[The new hint system divides what needs to be done into multiple section, each with its own set of questions and answers.]](images/Sleuthhounds3HintSystem02Small.jpg)
The new hint system divides what needs to be done into multiple section, each with its own set of questions and answers.
Click to view larger.
That was the biggest design decision out of the way. Of course, once you lock in a choice like that, you then have to deal with all the ramifications. One of the nice things about the old way being a simple list of questions, was that it was very easy to remove a question from the list once the in-game action associated with it was done. If there was a question like “How do I open the red door?”, then that question could be dropped from the list as soon as the door was opened. However, now I’m adding in a second, higher level list.
With this second list representing whole investigatory lines, I didn’t want to ever leave one of these investigations sitting in the list, but then having no questions in it when it was selected. I also didn’t want an investigation to arbitrarily come and go if, for example, you answered one question that then left the section empty but later on another question got added in to bring that investigation back.
Fortunately, almost all of the investigations had a clear start, a clear end, and a series of steps in between such that there was never a point in time where an investigation was sitting there with nothing to do. In the few situations where a section could get emptied out and then get more questions later, I realized that either I was missing questions to make that investigation complete or that section actually needed to be broken into two sections.
With the questions properly separated into sections for the different investigations, that still left one issue to deal with. Whenever the hints page of the journal is opened, which section and which hint should be selected?
Some scenarios are easy. If there’s only one question in total, then it and its section should be selected. Or, if the player had a question previously selected and that question is still unresolved, then start with that question and its section selected.
Things get more complicated if the player had a question selected but then, in-game, completed the actions associated with that question. At that point, the question goes away and the game needs to select a different question to start the player on. This, I determined broke down into two cases, one where the question goes away but its section is still present and one where both the question and the section go away because the question was the last one in the section.
To help determine which question should be selected, I had to introduce one more feature into the questions. A differentiation between ones the player had already viewed the hints on and ones they hadn’t viewed any hints for yet.
With that in mind, when a question disappears, if the section it was in remains, then that section is selected and the first question with no hints revealed is selected. The idea here is that the first question with no hint revealed is likely to be a question that was newly added due to completing the actions associated with the question that disappeared. More simply, the new question is the next step in the chain of actions the player needs to do. If there are no questions with unrevealed hints in the section, then the first hint in that section is selected instead.
Of course, if both a question and its section disappear, then it’s not just a matter of selecting a new question, but selecting which section to go to next. In this case I opted to go to the first section with a question with unrevealed hints. If no such section exists, then go to the first section that only has revealed hints.
I wasn’t certain if the rules I’d picked were good ones or not. However, I had to replay the entire game a couple of times to test that all the questions appeared and disappeared when they should. This gave me the opportunity to test how sections and questions became selected. On one playthrough, I went for the worst case scenario, leaving as many sections and as many questions open as I possibly could to see how bad the navigation of the hints became. I’ll readily admit, at its worst, the hint system does get a little awkward to deal with. However, it wasn’t nearly as bad as I feared. Since I had to specifically go out of my way to leave as many open questions as I could, I deemed the whole solution to be good enough to handle most situations.
It’s taken a good chunk of time to work through the in-game hint system. As complex as reworking the hint interface was, that was really only a small portion of the time in comparison to getting all the individual sections, questions, and hints in place. All of that work was definitely worth it though. Building up all of the hints forced me as the developer to go step-by-step through the game multiple times. This was excellent for finding and squashing a variety of logic bugs in the game and for identifying various small plot holes that I also patched as I went along.
The game was already in a really good state programming wise prior to my starting on the hints. Now that the hints are done, it’s even more solid. At present, I’m now doing a final dialog review of the game. There’s a few last places on the fringes that need dialog lines written for them, and I’m completing those now. Once that process is done, all the dialog will be finalized. At that point, I can move on to the task of voice recording. But that’s a topic for another time.
Previous: Flashing Back in Time | Next: Finally Photos
Blog Posts
2025
April
04: Rolling Some Animations
March
07: Speaking and Moving
February
07: The Voices in Their Heads are Talking
January
03: Reputable Script Organization
2024
December
06: A Grab Bag of Stuff
November
08: The Recording Booth is Finished and then Some
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06: The Recording Booth is Started
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09: It’s All About the Dialog (Now)
July
05: Talking About Statistics
June
07: Broken Dialog Record
May
03: Finally Photos
April
05: Hint System 2.0
March
08: Flashing Back in Time
February
09: Inventory, Inventory Everywhere
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05: Sleuthhounds Year Seven, Will it be the Last?
2023
December
01: Climbing the Rungs
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03: Walking Through the Evolution of the Walkthrough
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06: Look to Look
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07: Hamsterdam Exchange: Revisited
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05: Ducts? Why Did it Have to be Ducts?
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07: Once More Around the Promenade
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02: Toilet Tank Humour
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05: Uplifting: Combining 2D and 3D
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01: Try Your Luck...Or Not
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06: The Sky Deck: Almost but Not Quite There
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07: The New Year is No Time for Lounging About
2021
December
03: Bridging the Gap
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02: Streamlining Stairways for Players
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07: States, Saves, and Simplifying Testing
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2020
December
04: You Gotta Have a Library
November
06: Pipes and Problems
October
02: A Sleuthhounds Message
September
25: It's a Room Sandwich
18: Writer's Room
11: Souvenirs at Sea
04: Cruise Cartography
August
28: Chocolate Shop, Er, Passenger Cabin
21: Place Your Wagers at the Pirate’s Chest Casino
14: Sometimes You Just Gotta Stop and Admire a Sunset
07: The Cruise Casino for Fun and Profit
July
31: Keep Fit and Have Fun
24: Even More Doors
17: Doors, Doors, and More Doors
10: Art Walk
03: Captain Windwhistler, to the Bridge
June
26: Doctor Seymour, to the Infirmary
19: Bilge is a Funny Word
12: There's No Money Laundering Here
05: A Pirate I was Meant To Be
May
29: You Gotta Have a Brig
22: Boring Backgrounds for the Staff
15: Theatre from on High
08: Theatre Crowding
01: In the Pool Any Time of the Day
April
24: The Crew Have to Sleep Too
17: Spring Time, Flowers Time
10: Cleaning Staff
03: Two Worlds
March
27: Kitchens, Spared No Expense
20: Cabins Day and Night
13: An Art Tour at Sea
06: The Pirate's Chest
February
28: Room with a View
21: Lock Picking Refined
07: The Gigantic Joanna
January
31: Updating the Safe
24: Interview Screenies
17: Burning Down Assets
10: Full Speed Ahead on Asset Creation
2019
December
20: Christmas Sale and Mini Mysteries
06: Generic Character Interactions
November
29: Locking the Gates - Preventing Characters from Wandering Amok
22: Side Quests Complete
15: Achievements to Prompt Replays
08: Interviews and Interludes
October
25: Halloween Sale and Mini Mysteries 2019
18: Fountains and Fortunes
11: Shifting the Blame Game
04: Streamlining the Audio Workflow
September
27: Hamsterdam Exchange
20: Streamline the Interface, Lower Production Time
13: Linking Ideas like a Golden Necklace
06: Beware of Geeks Bearing Gifts
August
16: Extra, Extra! Read All About the Extras!
09: Dressings of Fruits and Veggies
02: Sidling into Side Quests
July
26: Working on Workouts
19: How to Draw Cartoon Marble
12: AppCredits() = The End
05: Getting the Ending Right
June
28: The Problem with Balconies
21: Return of the Summer Sale and Mini Mysteries
14: The First Ending
07: Rewrites and Recodes
May
31: Choice and Consequence
24: Doctor Seymour Colourization
17: Sneaky, Sneaky
10: Play Time
03: Things to Do in Acts 1 to 3
April
26: The Changing Nature of Estimates
19: Escaping the Balcony (A Goldilocks Puzzle)
12: Facts more Fun than Fiction
05: Ramping Up Difficulty in an Adventure
March
29: Evolution of a Scene
22: Characters: Sources of Problems and Solutions
15: The Act 3 Countdown
08: Ducts, Why Did it Have to be Ducts?
01: Cheating in the Name of Narrative
February
22: Meet the Suspects - Edward Noble
15: Meet the Suspects - Doctor Michelle Seymour
08: Flashback Investigation
01: Milestone: Act 2 Done-ish
January
25: Letting the Player Fail
18: Meet the Suspects - Tobias Rotterdam
11: Adding another Layer to Note Reassembly
04: Meet the Suspects - Craig Holdfast
2018
December
28: New Free Games Section
21: Meet the Suspects - Carlotta Travail
19: Christmas Sale and Mini Mysteries
14: From Body Language to Sleuthhounds
07: Ludum Dare 43 - Body Language
November
30: Meet the Suspects - Carmichael Portly
23: Meet the Suspects - Marion Wood
16: Finding Focus
09: Safe Cracking
02: Meet the Suspects - Captain Warwick Windwhistler
October
25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
12: Meet the Suspects - Joanna Price
05: Revising Rough Drafts
September
28: Light in the Dark
21: Animation Improvements - Realized
14: Animation Improvements - Design
07: Fainter and Fainter
August
31: A Splash of Colour
24: Paging Doctor Homes
17: Talking of Alternatives
10: Costume Party
03: Lock Picking
July
27: Act 2 from On High
20: Disruptive Director
13: Rolling, Rolling, Rolling
06: NPC Biographies
June
29: Design - Stepping Sideways to Move Forward
19: Summer Sale and Mini Mysteries
15: Mini Mysteries on the Way
01: Walk the Walk
May
25: Windows 10 Pen Woes, Part 2
18: Windows 10 Pen Woes, Part 1
11: SeaLeft FAQ
04: Milestone: Act I Done-ish
April
27: Saves, the Bookmarks of Games
20: NPCs Doing Their Own Thing
13: Homes and Ampson Together and Apart
06: Dialog as Interesting Gameplay, Take 3
March
30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
16: Dialog: The Problem
09: Iterating on the Dining Room
02: Refining with Index Cards
February
23: Refining with Puzzle Dependency Charts
16: Refining Practically
09: Sleuthhounds Valentine's Sale
02: Refining Geographically
January
26: Feature Length Design Challenge
12: The New Sleuthhounds Cast
05: New Year, New Direction
2017
December
29: Distorting Voices - Muffled Neighbours
22: Merry Christmas, 2017
18: Announcing: Sleuthhounds - The Yuletide Tail
15: Sleuthhounds Holiday Sale
08: Distorting Voices - Old Time Phonograph
01: The Yuletide Tail Trailer
November
24: Yuletide comes Early
17: Christmas Countdown
10: Short Story Published: Rites and Responsibilities
03: The Halloween Deception - Post Mortem, Part 2
October
27: The Halloween Deception - Post Mortem, Part 1
20: On Sale: The Halloween Deception
13: Adding Depth to Drawers
06: Through the Doorway
September
29: Teamwork
22: Animating in the Rain
15: Let is Snow! Let it Snow!
08: NaNoWriMoPla 2017
01: Record Your Own Line
August
25: Sleuthhounds History
18: Sleuthhounds Series Summer Sale
11: Time for a Timeline
04: Save and Load: A Developer Tool
July
28: The Cast of Robyn HUD: The Guard(s)
21: HUD Hacking v2.0
14: Intro Revisions
07: Sounds Like Wood
June
30: Blending up a Table Saw
23: Moving Ideas Forward
16: Windows Were Meant to be Resized
09: Blueprints from Buildings
02: Expanded Scenes
May
26: Artifical Intelligence: Robyn
19: HUD Hacking
12: Robyn's Wheels
05: Deleted Scenes
April
28: The Cast of Robyn HUD: Robyn
21: Lights, Camera, Action: The Intro Scene
14: The Cast of Robyn HUD: Arthur
07: Adventures in Facial Capture: Using Kinect Data (Part 1)
March
31: Stairway to Gaming
24: The Sleuthhounds Effect
17: Cops Have Vans
10: Mini Models for Detail
03: Storylines in Twine
February
24: Planning a Game Narrative
17: Evolution of a Level: Texture
10: The Valentine's Vendetta Trailer
03: Robyn HUD: The Face
January
27: Robyn HUD: The Body
20: Robyn HUD: Start of Production
13: Evolution of a Level: Form
06: Countdown to Christmas Sleuthhounds has Begun
2016
December
23: Sleuthhounds of Christmas Yet to Come
16: Accessibility for Younger Audiences
09: Reality's Not All It's Cracked Up to Be
02: A Good Heist Requires a Good Plan
November
25: Artifical Intelligence: Guards
18: Artifical Intelligence: Bystanders
11: Unconventional Design Tools for Robyn HUD
04: Brainstorming
October
31: Announcing: Sleuthhounds - The Halloween Deception
28: Coming Soon: Sleuthhounds - The Halloween Deception
21: Nice to Haves, the Final Polish
14: The Halloween Deadline
07: Halloween Countdown
September
30: Cutting through Cutscenes
23: Life of the Party
16: What's in a Name?
09: Halloween End to End
02: Ludum Dare 36: Amelia Deerhart and the Elemental Temple
August
26: Crowd Considerations
19: Interaction Density
12: Puzzle Wrangling
05: Sleuthhounds, Top Priority
July
29: Adding 3D to a 2D Game
22: Does an Idea Have Legs?
15: Adventures in Motion Capture: Using Kinect Data (Part 3)
08: Adventures in Motion Capture: Using Kinect Data (Part 2)
01: Adventures in Motion Capture: Using Kinect Data (Part 1)
June
24: Sleuthhounds Animations? Check, Check, Not Check
17: Retro Tech: Quake 3 Light Volumes
10: Adventures in Motion Capture: The Hardware
03: Interactive Cutscenes: Adding Depth and Responsiveness
May
27: From Stealth to Robyn HUD
20: Sneaking into Stealth
13: Storytelling in Computer Games (Part 2 - Looking Forward)
06: Storytelling in Computer Games (Part 1 - Looking Back)
April
29: Walking Away from Windows 10
22: Code Name: Stealth
15: Using Game Tech Creatively
08: Game Accessibility: Visual Sound
01: Walking for Ideas and Creativity
March
25: Game Dev: Unintended Sophistication
18: A Sleuthhounds Trick or Treat in March?
11: Game Design: Success through Failure
04: Critical Equipment in Critical Condition
February
26: Semispheres - Support Your Local Game Dev
19: Post Project Completion Syndrome
14: Announcing: Sleuthhounds - The Valentine's Vendetta
12: Coming Soon: Sleuthhounds - The Valentine's Vendetta
05: Sleuthhounds Production Update - Implementing Two Characters
January
29: Sleuthhounds Production Update - Designing for Two Characters
22: So You Want to Make a Computer Game: The Path Leads On
15: How to Animate When You Don't Know How to Animate
08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
2015
December
25: So You Want to Make a Computer Game: Sound and Music
18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
November
27: So You Want to Make a Computer Game: Custom Artwork
20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
06: Satin and Sutherland Return for NaNoWriMo
04: Announcing: Sleuthhounds - The Cursed Cannon
October
30: So You Want to Make a Computer Game: Interactivity
23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
09: NaNoWriMo Prelude: Be Creative
02: So You Want to Make a Computer Game: The Artwork
September
25: More Evolving: Tweaking the Sleuthhounds Timeline
18: So You Want to Make a Computer Game: The First Step
11: Sleuthhounds: The Cursed Cannon - It's the Final Countdown
04: Vampire Bites (Ludum Dare 33 Redux)
August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
June
26: Sources of Gameplay - Assets Versus Emergent Behavior
19: Benefit of Writing Comics: Humour or Humor
12: Evolving: Reimagining the Sleuthhounds Story Board as a Timeline
05: Evaluating: Play Testing the Sleuthhounds Story Board
May
29: Magic and Public Speaking
22: Implementation: Realizing the Sleuthhounds Story Board
15: Benefit of Writing Comics: Pacey Dialog
08: eBook Publishers: Final Comparison
01: Design: Brainstorming the Sleuthhounds Story Board
April
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
March
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
06: Announcing: Sleuthhounds - The Unlocked Room
February
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
13: eBook Publishers: Kobo
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
January
30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!