Jim Aikin wrote:
I like the interface a lot. I think it provides enough flexibility for game-play, and it feels very natural. Nice work!
Thanks!
Jim Aikin wrote:
I'm wondering what happens with objects for which a useful command might be less than obvious. Let's suppose there's a secret door, for instance, that can be opened by turning or pressing an object that is not obviously turnable or pressable. I'm not sure how that type of puzzle would work with this UI. I wouldn't call this a guess-the-verb puzzle -- it's a guess-the-action puzzle, which I think is a fair type of puzzle, as long as the action could be intuited somehow.
You're right, this wouldn't really work, and I think it'd have to be designed around. So instead I'd have a couple of objects which have to be turned appropriately to a certain combination, or somesuch. (Tilt the correct book from the bookcase, that kind of thing would work well too.)
Jim Aikin wrote:
Just as a suggestion, if I scroll back and click on a highlighted word for an object that's no longer in scope, it might be nice to see an "I cannot see that right now" output message.
Great suggestion. I think I'd rather if I could strip dead links from the UI completely, but this would be a good, actually-possible-to-do solution.
Jim Aikin wrote:
Also, when I click on a noun for the first time, it might be nice if the interface ran the examine action automatically, rather than forcing me to click a second time on the Examine button. Again, just a suggestion.
People keep telling me this

I don't like it myself, but you may well be right.
Jim Aikin wrote:
Another thought: In my current WIP, there are several longish text passages. These may scroll the room description up off of the screen. In such a situation, your UI would likely require that the player use the scroll-bar in order to continue playing. (The game could perhaps add a "look around" button automatically in such a case.)
There should always be a look around button (and if you're focused on an item, click the "<" button to get it back). But that's an interesting problem I hadn't considered. Hmm..
cheers!
jon
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inkle: interactive stories
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