Thursday, 28 June 2012

The same place that you get essential game progressing upgrades from should also sell frivilous cosmetic upgrades that you can buy and people will comment on your new look.

Tuesday, 19 June 2012

As well as AGS, the Wintermute Engine is worth looking into as well: http://dead-code.org/home/

Sunday, 17 June 2012

Good article on interface design:

http://www.hardydev.com/2010/01/26/adventures-in-interfacing-part-i-should-the-interface-be-the-adventure/

Grafx2

I'm checking this pixel art program out: http://code.google.com/p/grafx2/

Saturday, 16 June 2012

RE Interface: navigation / menu system

You can't include images in comments so starting a new post but this is in response to the last post.


Navigation


I think we should categorise the "types" of stuff we see on the screen. The ones (I assumed) we already have decided on are the environment scenes - where you can walk around, go through doors and click on people or items to interact. We need to decide on a visual way to indicate that you can move left or right. Doors are an obvious one but sometimes when there isn't doors, what shall we have? An arrow? A word saying "Left" or "Right"? For path finding I though we could keep to a set number of "walking lines" so we are only walking horizontally or vertically. This makes it easier to animate, as well as making collision easier to manage. (Does that make sense?) This may effect environment sketches.

Another type I think we have decided on but may need confirmation, by clicking on people you bring up the dialogue screen which includes what they say, what you say/do, facial expressions, and some way to end the conversation. Whether that's you saying "bye" or a "back button" or pressing "esc".

I also like the idea of zooming into certain areas like fridge shelves (or desks, or through certain windows). You could automatically scan and add stuff to your journal from there, or take photos. Or look at the scene using your special eye upgrades. As a robot, would you have smell?

Menu System


The menu system needs some thought. What games can you think of that had a really good menu system, and what was good about them? What's better - loads of options or few? What things will we absolutely need to include?

By the way, saving or auto-saving? Pros, cons etc. Also, option to fast travel from main menu or from public teleport machines? (Personally I like this idea better as it's more realistic.)

Interface

??????

edit: maybe interactions change based on robot upgrades and are reflected in interface. Also, the actions change depending on context -- eyes are a visual description for mundane items; clue hunting mode on key items. Mouth is talk or maybe he just puts it in his mouth. Hand is use (doors and switches), take for inventory objects, and it makes people uncomfortable if you use it on them.

 
Tex Murphy: Martian Memorandum (the 2nd game in this pack) is a really gorgeous point and click game.

I forgot how to take screenshots in DOSbox so here are some phone photos:


It has video clips when talking to people and almost-FMV cutscenes (woah!).  Adding it to my inspiration list!

edit: here is a video http://youtu.be/TatoXJV0CFE