I imagine the interface something like this:
- One click cycles the focus around the screen (maybe a little star like in BS3)
- Click and hold will bring up a verb coin that will rotate by itself. When the right interaction is selectd you single click again.
- Inventory interaction could be done by having an inventory button on the verbcoin that when clicked would bring up a cycling inventory.
If you have a lot of items in the inventory for the game you could do it by first having to select the Y postion and then the X position of the item on a square GUI.
As for non-disabled players it would simply be a matter of disabling the cycling and play normally with a mouse.
The two drawbacks with a one-button interface is that the player can't walk freely around on the screen, and that it will be slightly more time consuming to control.
You would also need to limit the amont of hotspots so that navigation would not be too frustrating.
- One click cycles the focus around the screen (maybe a little star like in BS3)
- Click and hold will bring up a verb coin that will rotate by itself. When the right interaction is selectd you single click again.
- Inventory interaction could be done by having an inventory button on the verbcoin that when clicked would bring up a cycling inventory.
If you have a lot of items in the inventory for the game you could do it by first having to select the Y postion and then the X position of the item on a square GUI.
As for non-disabled players it would simply be a matter of disabling the cycling and play normally with a mouse.
The two drawbacks with a one-button interface is that the player can't walk freely around on the screen, and that it will be slightly more time consuming to control.
You would also need to limit the amont of hotspots so that navigation would not be too frustrating.