I'm curious how you ended up implementing lock-picking? The big problem I notice with most implementations (leaving aside flaws such as incorrect number of tools) is communicating the tactility of lock-picking. I've played a game (Fallout 3? I don't exactly remember) that attempted to introduce a tactile aspect through controller rumble, but the effect didn't adequately reflect the lock-picking experience.
The lock picking was awful in Skyrim. I'm not sure why they diod not stick with the model from Oblivion. The lock picking in oblivion was the best I have ever seen in a game.
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I'm curious how you ended up implementing lock-picking? The big problem I notice with most implementations (leaving aside flaws such as incorrect number of tools) is communicating the tactility of lock-picking. I've played a game (Fallout 3? I don't exactly remember) that attempted to introduce a tactile aspect through controller rumble, but the effect didn't adequately reflect the lock-picking experience.
Skyrim being the latest notorious example where it's featured heavily (and spiritual successor to Fallout 3, I suppose).
The lock picking was awful in Skyrim. I'm not sure why they diod not stick with the model from Oblivion. The lock picking in oblivion was the best I have ever seen in a game.