Essential Four Adventure Commands
Posted: Sun May 23, 2004 2:13 am
Hi, all. Well, the deadline for me to begin Voodoo Girl 2 is looming close (June 1st). It's not going to be in AGI, and it's only going to have four or five buttons other than the directional keys. That being, I'm not going to have text parsing
I thought about using a text parser, especially for conversations, but I've decided that I want to do something totally different than text or mouse.
So, out of all the possible commands like use, look, take, etc. I'm going to try to boil them all down into four categories. The interface will be context-sensitive, so you obviously won't try to "use a man" or "take a door", but I'm a bit shaky on the proper groupings right now. For instance, should I dedicate one button to inventory and then have only three contextual buttons, or should I make four contextual buttons and then use another button, like the space bar, for inventory?
Also, I imagine that if you were to "equip" an item from your inventory, there could be special contexts set up. For example, equipping a magnifying glass might turn "Look" into "Examine" and "Use" into "Focus Light". Or equipping a stick might turn "Use" into "Hit" and "Look" into... hell, I don't know... that's kind of my problem.
I'm really trying to simplify the interface without dumbing down the game. So, what are your favorite essential keywords? And given that the commands should remain similar from one context to another, what do you think would be the most proper grouping?
I am, of course, going to be releasing VG2 for free with source code, so contributing to this might help further development in adventure games.
Current List:
Look
Take
Push
Pull
Climb
Drop
Give
Talk
Examine
Hit
Open
Close
Use
Inventory
I thought about using a text parser, especially for conversations, but I've decided that I want to do something totally different than text or mouse.
So, out of all the possible commands like use, look, take, etc. I'm going to try to boil them all down into four categories. The interface will be context-sensitive, so you obviously won't try to "use a man" or "take a door", but I'm a bit shaky on the proper groupings right now. For instance, should I dedicate one button to inventory and then have only three contextual buttons, or should I make four contextual buttons and then use another button, like the space bar, for inventory?
Also, I imagine that if you were to "equip" an item from your inventory, there could be special contexts set up. For example, equipping a magnifying glass might turn "Look" into "Examine" and "Use" into "Focus Light". Or equipping a stick might turn "Use" into "Hit" and "Look" into... hell, I don't know... that's kind of my problem.
I'm really trying to simplify the interface without dumbing down the game. So, what are your favorite essential keywords? And given that the commands should remain similar from one context to another, what do you think would be the most proper grouping?
I am, of course, going to be releasing VG2 for free with source code, so contributing to this might help further development in adventure games.
Current List:
Look
Take
Push
Pull
Climb
Drop
Give
Talk
Examine
Hit
Open
Close
Use
Inventory