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Topic: Stonewall Penitentiary - Interface Poll

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All Forums : [Adventure Games Forum] : Adventure Game Discussion > Stonewall Penitentiary - Interface Poll
16 OCT 2006 at 7:53pm

CBSection31

Intergalactic Janitor
Intergalactic Janitor



Posts : 65
Joined: 10 MAY 2004

Status : Online
Hi everyone,

I'm working on the user interface for my upcoming game, Stonewall Penitentiary, and I'm hoping to get an idea of which of the following two formats people prefer.

Please note that Stonewall Penitentiary will be a realtime 3D game, which means that you can walk around freely as you would in first person shooters and some roleplaying games, although Stonewall Penitentiary will remain solely an adventure.

There are two screenshots, each representing one of the interfaces I am considering.  Please let me know which you prefer.  Warning:  the screenshots are very large!

Example 1
In this example, when you target an object that you can interact with, the object's name appears above the target icon.  Right-clicking will examine the object and left-clicking will interact with the object, if an interaction is possible.  This is good in that it tells you what hte object is, but it is bad in that it doesn't tell you whether or not you can interact with it, plus the text can get in the way of what you are looking at.

Example 2
In this example, when you target an object that you can interact with, there is no object name.  Instead, there are two gray circles always present above the target (to the left and to the right).  When you target an object that can be examined, the right circle turns green (pictured in this example).  If the object can be interacted with, as well, then the left circle will turn red.  This way, you know whether or not an object can be interacted with, instead of having to guess.  But the downside is that you won't always know what the object is.

I am posting this poll on other adventure sites, as well, so if you check multiple ones, please only vote on your preference once.  If you have any questions or need clarification, just let me know.

Thanks, everyone, for helping me make this a better game!


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17 OCT 2006 at 9:19pm

Alan Thorn

Sorcerer Apprentice
Sorcerer Apprentice



Posts : 240
Joined: 8 JUN 2005

Status : Online
Originally Posted By CBSection31 (16 OCT 2006 7:53pm)
Hi everyone,

I'm working on the user interface for my upcoming game, Stonewall Penitentiary, and I'm hoping to get an idea of which of the following two formats people prefer.

Please note that Stonewall Penitentiary will be a realtime 3D game, which means that you can walk around freely as you would in first person shooters and some roleplaying games, although Stonewall Penitentiary will remain solely an adventure.

There are two screenshots, each representing one of the interfaces I am considering.  Please let me know which you prefer.  Warning:  the screenshots are very large!

Example 1
In this example, when you target an object that you can interact with, the object's name appears above the target icon.  Right-clicking will examine the object and left-clicking will interact with the object, if an interaction is possible.  This is good in that it tells you what hte object is, but it is bad in that it doesn't tell you whether or not you can interact with it, plus the text can get in the way of what you are looking at.

Example 2
In this example, when you target an object that you can interact with, there is no object name.  Instead, there are two gray circles always present above the target (to the left and to the right).  When you target an object that can be examined, the right circle turns green (pictured in this example).  If the object can be interacted with, as well, then the left circle will turn red.  This way, you know whether or not an object can be interacted with, instead of having to guess.  But the downside is that you won't always know what the object is.

I am posting this poll on other adventure sites, as well, so if you check multiple ones, please only vote on your preference once.  If you have any questions or need clarification, just let me know.

Thanks, everyone, for helping me make this a better game!



Hello Chris,

Good to see your new game, and I'm looking forward to playing it. Congratulations on the real time 3D work.

If I may make a suggestion regarding your subtitle issues. As a gamer, it makes little difference to me. As a developer, so long as your distribution language is English then I believe either option makes no difference. If you plan on other language releases, then the first option could mean a lot of translating :-)

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19 OCT 2006 at 1:56am

jalex

Schattenjger
Schattenjger



Posts : 2503
Joined: 5 MAR 2003

Status : Offline
I like not having any text as for me it makes it more realistic.  If the art work is good I don't need text to tell me what the item is.  I like little changes in the cursor to tell me if I can inteact with it but of course there are other ways that would work just as well.



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21 OCT 2006 at 6:56pm

hlalex

Space Cadet
Space Cadet



Posts : 127
Joined: 19 JUL 2004

Status : Online
I put No preference because I'm really don't care for text on the screen and I don't think circles are great either. I just play the games. I have both your other games and really like them. What ever you used in them do it to this one.

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21 OCT 2006 at 7:26pm

Reckless

Journeyman
Journeyman



Posts : 962
Joined: 14 NOV 2002

Status : Online
Using text can lead/leads to issues of localisation (be it not possible, difficult or done badly if done!).

Circles on the other hand says little more than "my 'crosshair' says I can 'shoot' it" (OK, I was being way too critical there, sorry!).

I'd sooner see a use action animation such as a hand moving or similar action. This will be universally understood, not require localisation and also add some life to the game cursor. An example that springs to mind is the cursor in 7th Guest/11th Hour. As long as the target model object is well enough defined (such as the telephone which is clearly a telephone) an animation depicting hand movement will be understood as 'use telephone'. If the telephone is presently unavailable (maybe the player doesn't have a number to call yet) you may want to use a different animation or I'd recommend the same with a 'no entry' adornment to highlight that it isn't possible 'yet'? Just my thoughts!!

Good luck with your development!
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