adriftste wrote:Thanks for this release.
Quick question re: the new context sensitive menus in games options. How does this work? Is it based on the auto fill priority - if auto fill is set to 0 then that task won't appear in the menu?
Yes, I'm pretty sure that's what I did (not on PC at mo to double check). I don't think it should 'give the game away' because it's using General tasks which should be common verbs to use on the nouns in question. It should make it fairly easy to play games using the mouse alone tho.
The context sensitive menus is another great feature, however i still haven't figured out why some custom commands appear and some not. I was wondering if a tick box should be add for user to make sure a command is included in that context menu? Perhaps the player at the start of a game can choose if they want to have a basic context or advanced, basically allowing a beginner to use it as a help feature or play just using the mouse.
Even though listing all the commands you can issue with a given object tends to remove the sense of freedom, discovery, its still giving the player a choice that would be far less frustrating than guessing the verb or phrasing something correctly where a custom command is concerned, guessing the verb is one big stumbling block to players. So i think the user should be able to include any new commands they add that they want to appear in the context menus.
Also this would be good for conversation topics too. Maybe clicking on Ask Character opens up a secondary popup like a sub-branch with topic questions. Which would make the main context menus less cluttered with being able to have a tree like context menus. Somehow have topic groups? where new things discovered by player is moved to a group called Memory (like short term or long term memory), which could be done with specific discoveries important to the story via in actions so the user is always in control of what is important enough to be put in the memory group, some of which will be red herrings of course. The topic list of a NPC is then compared to players memory group and only ones that match are listed in the context menus for Ask or tell. Perhaps keywords or tags will have to be used for discoveries player makes, eg. reading a note that mentions a character or place. Which as soon as player reads the note, in that read task/action that name or place mentioned in the note is added to the PC memory group. The info might be a red herring or has no further leads but its up to the player to find out what is important. So not every object the player looks at or picks up will be listed, that would be silly, just those marked perhaps in a property by the user as they create their game.
Maybe some NPC gets annoyed if asked too many questions at once, so the player has to choose carefully what to ask and use their own intuition which topics the npc will likely know something about.
Adding a Note system into it as well..Adrift could do with a note system so why not implement one in this PC memory idea.
Perhaps the player can also type a command like "remember strange sign on wall" the location and object description can be stored in on the fly as a conversation topic, which means you could ask a npc about strange sign..the output could be something like a default sentence with inserts of object and its location, example in the ().. as "i came across a %objectName% (strange sign on the wall) at the %LocationOf[%ObjectName%]% (corner of Wellington drive), does that mean anything to you?" Runner then could ask player do they want to add a note to this memory. Maybe a 200 word limit, this is attached to the memory of object, character or location.
The said object could even have a alternative description just for the memory feature, being shorter when used in a default question output to a npc.."the strange sign on the wall depicted a headless horseman.." this would be more for narrative flow than anything.
This memory group could be accessed by the player too, to go over clues found ..eg. "recall all objects noted" or "recall all locations noted"...a context menu could popup with the list pertaining to which category player then can click on one and it will output the location it was in and its brief description (or one specifically for memory) followed with..and you noted..blah blah.
This would allow the player to make notes to refer back to later, being able to go back to a location or object or a character if they want to reexamine/re-question they will know where to go.
Adding to a note system, being able to view the map and all the locations currently has been explored, do you think it would be handy to be able to click on a location and a list of objects/characters that belong in the memory group be listed there? making a large game easier for a player to go back to a location, the map click list thing could be a form of memory access too. Maybe setting a waypoint for a location you want to go back to and the player will be given a direction to go as they move location to location on their way there. This could be only available after asking a npc for directions or a npc will take the player there for a coin.
Excuse me if this post is little too wordy and a little confusing..i hope the majority of it makes sense its late here.