Cassiebsg: 2pts
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Show posts MenuQuote from: Radiant on Fri 25/11/2016 12:34:15To be honest, besides you, hardly anyone in this thread said that they don't like verb coins. People just said that they don't want to hold down the mouse button to activate them.
But if your argument against it is that it's awkward to control for a sizeable group of people, well, that's what numerous people have also been pointing out about verbcoins.
Quote from: CaesarCub on Thu 24/11/2016 14:35:23Interesting. I only found this screenshot here, is this what you mean?
I was also remembering LSL7 where the verb coin is a drop down menu that has access to the inventory as well for quick "use with" interactions.
Quote from: Radiant on Thu 24/11/2016 13:24:26Absolutely. However, the GUI you are using has to -in one way or another- support those interactions. If your gameplay mechanics make good use of the look AND use interactions, it could be hard to implement a one-click interface.
As pointed out before, it's not the amount of verbs that has a "huge impact on gameplay", but the amount of meaningful interactions.
Quote from: CaesarCub on Thu 24/11/2016 13:21:42That's what I meant with my earlier post.
You already have an impact on gameplay when suddenly you lose the keyboard and the second click, and any hover functionality you could have.
Quote 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
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.
Quote from: CaesarCub on Thu 24/11/2016 11:44:05
But honestly I think this is a mistake. If your game is going to be published in different platforms, you should give each the best UI controls they can have, instead of going for a lower common denominator.
Quote from: Cassiebsg on Sun 20/11/2016 14:22:35This is a very interesting aspect that I think is very true and is probably language independent.
I can see at a tree and then decide I want to lay behind it, climb it or just look closer at it. I don't immediate think "I want to look at..." and then scan to see decide what I want to look at... This is at least how my brain works.
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