Give ,Pickup , open Menü ^^

  • #1, by sommer1993Monday, 05. October 2015, 17:21 5 years ago
    Moin
    hab mal eine frage
    wie so verwendet eigentlich niemand mehr solche Menüs gibt es dafür einen Grund oder macht ihre es einfach anders?
    mir ist aufgefallen das viele neue spiel solche Menüs nicht mehr haben

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  • #2, by afrlmeMonday, 05. October 2015, 17:56 5 years ago
    The reason is because times have changed & most developers like to simplify the process of playing a game. Also setting up these kind of command interfaces is a lot of work for the developer as each button requires its own command, then in each scene object / character etc you need to create actions for each command you want a custom event for, otherwise they will trigger a generic comment set display text.

    Just think about it this way... if you have 10 commands, then that is 10 potential actions you need to create for each scene object or character you can interact with & that doesn't include on mouse enter / leave actions, item drop actions or the action parts themselves.

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  • #3, by tristan-kangMonday, 05. October 2015, 18:01 5 years ago
    If I remember correctly, Deponia only has one mouse button click action. But it's still successful. Causality, causality.

    Or just put the actions in the object when you click it (Look, Use, Talk to). I think combine Give and Pick up and Open and Push and Close and Pull all to 'Use' is much more likely simpler to make games.

    The old days's game were hardcore... not trendy in these days.

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  • #4, by afrlmeMonday, 05. October 2015, 18:14 5 years ago
    It's a case of thinking cross-platform too. Hand held devices have less space on them, so you need to take that into consideration if you intend on developing for or additionally for mobile platforms too.

    The simplest command interface is the single command interface which controls all actions to do with the left mouse button. right click (which is available in the engine command list already) can be used for examine / look at based actions.

    Daedalic actually use more than one command for their interfaces, even though they essentially use a single click command based system. I myself am using multiple command also even though we only have one main interaction command. All the rest are commands acting as items as I don't like the dragged item system or using the command + item method.

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  • #5, by tristan-kangMonday, 05. October 2015, 18:21 5 years ago
    It's a case of thinking cross-platform too. Hand held devices have less space on them, so you need to take that into consideration if you intend on developing for or additionally for mobile platforms too.


    It's why Deponia has been launched to mobile lately. smile

    I don't like the dragged item system or using the command + item method.


    Then how do you make the items combined together or drag item to the object to function? Drag item can be replaced by just activate the item obtained condition and add extra interface (use XXX) in the object. But I wonder how combining can be replaced.

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  • #6, by afrlmeMonday, 05. October 2015, 18:36 5 years ago
    We created custom cursors for items too. So they still resemble cursors & can have their interaction position set instead of the wildly inappropriate dragged items & automatically created interaction position.

    Inside of a left click action for each item I set the command to a command with same name as item if my left_click command is executed on the items. I did originally start with the command + set item method but it also meant having to use the set cursor action part & various other things. In the end it just made sense to use commands instead & ignore item stuff pretty much altogether. Plus you can specify the cursor to be used for the command inside of the properties tab for the command, which saved me a bit of time in the long run.

    There's one big issue with the engine when using on mouse over / out actions for setting cursors - regardless of which item method you use - which is that it will replace the current cursor with whatever you specified inside of the mouse enter / leaves action parts regardless of whether or not you are currently holding an item. Using commands simplifies countering this as you can actually query if current command is x command with action parts, which you can't do with if command is x & / or if item is held with action parts as they don't currently exist. I originally ended up writing a small Lua function I called for updating the cursors if an item wasn't being held.

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  • #7, by sebastianMonday, 05. October 2015, 18:39 5 years ago
    the games changed. Today people want to play and get very soon progress in the game without thibking too much. for this nearly every adventuregame developer thinks that reducing the amount of "commands" to "leftclick for all" is a good idea...

    I think the "one click" system destroys a lot of possible quest solutions because now when playing such games you click everything with everything and thats it. I like verb coin and scumm like interfaces a lot more.

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  • #8, by afrlmeMonday, 05. October 2015, 19:00 5 years ago
    You don't have to reduce the amount of solutions just because you have decided to go with a single command interface system. There's always the possibility of creating story / puzzle branches.

    Let's say you are trying to access a small box that is protected by a key panel... you could spice things up by restricting the amount of attempts the player has to enter the correct code. Now the code could be obtained by scouring the environment for fragments of the code / key which could be hidden all over the place as part of the background art, or maybe it could be found in a note somewhere, or maybe it could be gained by getting someone to tell you what it is. Then again you could always force the box open with an object instead.

    Reducing the amount of commands doesn't mean making the game more linear or less interactive - that part is all down to the developers, story, dialog & puzzle writers / designers.

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  • #9, by sebastianMonday, 05. October 2015, 19:17 5 years ago
    what i mean is that you dont have to think anymore what command could bring you further in a pusszle because you only have one command. Of course you then have to "build things around this" to spice it more up but all in all its just a game were you click on things without thinking...

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  • #10, by tristan-kangMonday, 05. October 2015, 19:24 5 years ago
    You are missing the old days. Old days aren't current days. smile

    Only core fan of old days' are remained nowadays. The devs may make the games what they want if core fans can pay more than 5 people's value.

    It's era, and trend, and evolution. The games have been modified as Lee's...

    Reducing the amount of commands doesn't mean making the game more linear or less interactive - that part is all down to the developers, story, dialog & puzzle writers / designers.


    Likes he said.

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  • #11, by afrlmeMonday, 05. October 2015, 19:25 5 years ago
    A FPS game is often a game where you shoot things without thinking & a hack & slash is a game where you mash buttons without thinking & a car simulation is a game where you essentially twiddle your joystick which for most men probably comes quite naturally! grin

    P.S: using the coin interface or retro text interface is essentially still classed as clicking on things, except you are just clicking on more clickable clicky things. The only command you gain with a coin interface usually is "talk" as typically the coin interface is often 3 commands (although there have been a few games with additional commands) which are usually: "interact", "talk" & "examine". Single click system consists of left click for interaction & right click for examine.

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