Interface

Started by Dualnames, Thu 28/10/2010 12:26:56

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Dualnames

I know it's placeholder graphics, but please let me know if such interface would be okay for a game, and let me know what annoyed you more/bugged you more. There are in-game instructions on how the interface works.

Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

abstauber

Hmm... that's obviously a gamepad control scheme, I don't see any benefits except from being different.

If it were 2,5 D, then the keyboard movement would at least make sense. But with the pathfinding we already have in AGS... I don't know. Or if it would be an action game... hmmm.

A mouse is just so much more effective. Sorry ;)

Khris

I like it.

Two minor changes I'd suggest:
- remove the short delay after an action has been selected. A game should never appear to hang/not react to input. Since I see e.g. that "up" = "look", I don't need to see "look" after having pressed "up". Alternatively, tween out the GUI non-blocking or something like that.
- use the same key for commands and skipping speech. Currently, it's enter and space respectively and I constantly pressed the wrong one. Only use two different keys if there are actually two different actions available at a given time.

bicilotti

Very interesting idea.

Being a laptop user I always like games that are keyboard driven, especially adventures.

Back to your GUI:

-"up to look + enter" is redundant to me. "up to look" is faster and friendlier to the player, imo.

-"Enter" is uncomfortable: you are using your right hand to move / navigate the gui; enter kinds of ruin the process. I'd prefer, let's say, 'Q', so you could play with hands on the keyboard, both of them relaxed.

-I personally dislike the "press and hold" to walk the main character.


I'm curious to see how this will develop, seems really interesting.
Aim for simplification!


mode7

Well like this I don't think it's that much fun. I'm a fan of keyboard/gamepad controlled games, but like Abstauber said, a mouse is much more effective. On the other hand the direct controls of keyboard controls have their advantages too. They can create a great sense of immersion, tighten the pacing and make exploring more fun.

I've actually been working on such a game concept lately but I'm having problems with AGS not being made for this kind of controls as well as my weak coding skills

Do you need help with the animations? I could do them very easily for this kind of proportions because I already have them in an action template in Anime studio? 

Dualnames

I'd totally need assist on the animation side.
About the great sense of immersion, it's really what I want from troica, being a sequel to Disquiet in terms of drama (and not actually story related at all).I'm in a dilemma really. But regardless I'd totally like your help on the animation side.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

mode7


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