So, how does the player interface with the game? This is a pretty heavy question considering that the interface is the game. Yeah my casual roots are showing.
- Limited overworld
- Holy hell, real bullets. Thank you, blogger.
- No walking around, no collision. Too long to program.
- Any graphical representation of where you are is going to be in the form of a single solid image, a la Echo Bazaar, Pirate
- Zoned
- Zoning is really important, there's got to be distinct areas within the map and distinct things to do within those areas.
- I want to have the FEEL of an old school JRPG without having the OVERWORLD of one.
- Zoomed out map showing all areas
- can see only currently unlocked areas
- and silhouettes/hints of connecting areas?
- Or maybe you can click on areas you've "seen" but cannot GET TO - trying to get to them results in failure that identifies why you cannot get there.
- can only unlock areas connected to currently unlocked areas
- In-Area, show graphical mood image but not representative of physical space.
- Have storylet-style--
OH FUCK
WHAT IF
WHAT IF
THE INTERFACE FOR INTERACTING WITH THE ENVIRONMENT AND NPCS IS THE SAME AS THE INTEFACE FOR FIGHTING OH, SHIT.
OH, SHIT
OK SO
First things first, let's just figure out what the hell it is that the player is DOING in my game, yeah? Ok.
- Combat
- Initiate Combat
- ideally, have some semblance of a choice over what I fight, even if it's just the rough level of what I'm fighting.
- Actually have Combat
- Post Combat info (level up, loot gotten, etc)
- Menus - Pip boy style?
- Periodic Table/Pokedex - view dudes I have/have seen
- My Dudes
- names
- abilities
- stats???
- health and atk lol
- team-picker a la tenchi?
- My Stuff
- Items
- Money
- Key Items
- Status
- World
- Overworld - pick a place to go. also = map?
- Inside area
- Talk to person
- Explore area/item
- Opportunity cards.... I really love this, but how can I work it in.
HUD
Limitations:
- Flash means my canvas size is severely limited.
- So
- Like
- Yeah this is gonna be interesting
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