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RE: Gamedev blog 8: Information and interactivity

in #gamedev7 years ago

Workmanlike post. But at the end of the day, most of creation, of anything, isn't as sexy as movies and television would have us believe. Creation is mostly made of all the boring stuff that they cut out.

I must commend you on your self control after upgrading, and remembering what matters, rather than being drawn to the lure of shiny that does not. I probably would've succumbed, if I'm being frank.

I wonder about setting the enemies as buttons, would you then get the options for interacting with them after you click on them? I assume so, unless there is only one possible action per object, in which case I'd also add what the action would be if you choose to click on said object.

As for the log, I can't stop remembering my days of playing Warcraft 2. I'd get stuck on a map, leave the game for 2 days, then I'd return to it and the map would just end up solved almost immediately... and no, nobody else in the house played the game to help me, heh.

I do appreciate the log, I said this before, but like a good index, its worth, though overlooked, is invaluable.

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I'm currently looking at the most basic usability. Instead of clicking a button that says "attack" and then clicking the enemy you want to attack, you simply click the enemy.

In the future I can see it more like: troll : attack | dodge | cast magic missile

Though that depends on the amount of available actions. At a certain point that is no longer practical.

What do you mean by index?

What do you mean by index?

Sorry, meant to say RPG book index. You only notice a good index when it's not there and you're trying to look up a certain rule.

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