When
creating a videogame it is important to make the interface as clear
as possible, and that goes doubly for an inventory in a point and
click adventure game. My goal was to create the entire interface in a
single screen and make it work without any gimmicks while still
giving a fresh breath to the adventure game genre.
The interface is
found with a press of the I button, scribbled on the side of an
egyptian pylon. There is a day and a night version depending on if
Alex and Adva is in the underworld or not.
It is divided into two
categories, each one further divided into two subcategories. The
category to the left is the clickable objects. It is the part of the
screen the players eyes will be drawn to first and contains all the
items gathered during the chapter as well as buttons to change
between Alex and Adva. At the top left there is also a button to
receive a hint on what to do next.
The
section to the right is the notes. Here you can find a list of the
creatures that Adva needs to defeat or find as well as notes that
will point you towards a puzzle. Alex can use these notes in
conversations with characters in the game to reveal further clues.
Instead of getting in a situation where the player has to use all their objects on everything in a desperate attempt to get further into the game I want the player to look at this scene as little as possible. All items are automatically used when the player character is in the right place and the found notes are added to all conversations as soon as they are found. The goal I strive for is for the player to just bring this scene up once when they load a saved game in order to look over their progression and immediate goals!
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