Oh, but it's not
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Show posts MenuQuote from: CaptainD on Mon 28/11/2016 08:46:20
I feel like I recognise this scene but can't quite place it. Is it an Ealing Comedy by any chance?
Quote from: CaptainD on Sun 27/11/2016 23:47:50
Is that actually a man in the screenshot though? It looks like it to me, but it's hard to tell for sure because of the resolution...
Quote from: Jack on Sun 27/11/2016 21:27:58
Mary Poppins II: Retribution?
Quote from: xBRANEx on Sun 27/11/2016 13:27:21
I started a bit but realized I wouldn't have time.
Quote from: Jack on Fri 25/11/2016 19:33:18
It's not Robin Williams.
Quote from: Radiant on Fri 25/11/2016 13:03:48
While I agree that the 'inventory' solution (noted by you and Danvzare) is better, I fail to see what's so bad about using the wheel or middle button on a mouse. Plenty of games and applications use it, after all.
Quote from: Jack on Thu 24/11/2016 12:10:05
Enjoy this time. When the evidence becomes undeniable you will be asked to add another letter to LGBTx for the poor paedophiles.
Quote from: cat on Thu 24/11/2016 15:10:22
Interesting. I only found this screenshot here, is this what you mean?
I think that cascading context menus are hard to use (even in a windows environment).
Quote from: cat on Thu 24/11/2016 14:17:58Quote from: CaesarCub on Thu 24/11/2016 13:21:42Again, please have a look at http://www.adventuregamestudio.co.uk/site/games/game/1359/ which uses something similar.
I have a friend that once proposed that the LOOK verb to trigger on hover, so you could read all descriptions and leave the clicking for the actions. I'm not crazy about that, but it's an interesting concept.
Quote from: Andail on Thu 24/11/2016 12:33:05
Just to nit-pick: Don't use 'subject' and 'noun' in the same context; the former is a clause element and the latter a word class, which in turn can be both objects and subjects. It's like saying your cart was drawn by both horses and animals.
Quote from: cat on Thu 24/11/2016 12:38:45
For example, the number of verbs/actions has a huge impact on gameplay. If you have a left-right click interface on M&K and switch to touch using only single click, you will loose a lot of content. Of course you could go one step further and also make different gameplay for different devices, but at one point the question will arise: How much effort is this worth to put into?
Quote from: cat on Thu 24/11/2016 12:45:20Quote from: Andail on Thu 24/11/2016 12:33:05
I've found it kind of boring to routinely click "look" at every single hotspot in a room, just to read/listen to the author's attempt at dressing all these objects in interesting or humorous descriptions.
This makes me think about another option: what about not making the character look at an object and then telling what he saw to the player, but instead have the PLAYER take a closer look by providing closeups? I've seen this in various games and it is very exiting. Of course, this also means a lot more work for the artist...
Quote from: cat on Thu 24/11/2016 11:24:54
Guess what, none of them used either left-right click or LA-verbs (let alone that terrible Sierra GUI). They were all using either single click interface or verb coin (and I think those two were distributed about 50:50 for point and click adventures. Of course, most of them were also showcased on mobile devices.
Quote from: Danvzare on Sun 20/11/2016 13:01:57Quote from: Radiant on Sun 20/11/2016 08:10:36That... is a very good point.
Oh, here's another interesting angle. The way the English language works is that the verb comes before the object (noun). So to players, it feels more natural to construct a command by clicking "look" and then "tree" (to have their character look at the tree), instead of the inverse ("tree" then "look"). Most players won't consciously note this, but will feel that the former is intuitive and the latter is not.
Note how the Sierra GUI enforces the natural sentence, how the LucasArts GUI allows both the natural sentence and its inverse, and how the verbcoin forces the inverse and does not allow the natural.
Although now it makes me question how unintuitive the LucasArts GUI is in other languages.
And thus also how intuitive the Verbcoin must feel in other languages.
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