Domino hat geschrieben:A couple more questions, semi-technical ones
Since you're using Adventure Creator, are you happy with the decision? Or maybe it's sometimes a struggle to do something custom?
Also, what about the control scheme/UI? Have you explored various options (maybe had a particular example game in mind) or just went for the default Adventure Creator controls?
Adventure Creator is great! ...so far. Well, the downside so far are the updates to it, which tend to screw some stuff up almost every time (make that EVERY time). But the creator's constantly trying to improve it, and that's great. I have to rely on our programmer Nick's experience with it and tell you he's really happy with it, and it makes his life a lot easier. On the other hand, we didn't really have the time to go into really heavy customization in the demo, so who knows what the future has in store for us? But overall, yeah, we're happy with it.
Aaaah, the dreaded UI scheme... It's probably the most non-final thing in the demo.
Basically, we started to implement what will be the final verb-coin with three options, but ran out of time and had to compromise a little on the UI. Soooo, in the final game, Kitteh will most likely be the third option in Buzz's wheel (I'm saying most likely because who knows what revelation the UI Gods might hit us with) - so it'll be Look At, Use, and Kitteh-fy
Don will also have a third special ability similar to Buzz's Kitteh-fy, but that's under wraps for now.
I really like the idea of being able to walk around with your inventory open (I know that sounded dirty). It really helps if you want to mess around and try objects on environment hostpots, so that's most likely staying in. We might map the inventory to middle-click and use right click for something else. To be honest, the UI was probably the part we had the least time to pay attention to, but we will seriously research it and, most importantly, listen closely to player feedback.