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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Fri Aug 06, 2004 2:17 am Post subject: |
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2. Game players need to actually read these things. They're not there for decoration, you know.
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I'm all for giving the player control hints and such, but ultimately I don't believe in spoon feeding the user when it comes to controls. Give me a help screen, *maybe* a tutorial stage, and let me start raising hell. I love Zelda, but I don't need to be reminded what a bottle does every time I pick one up :(
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Fri Aug 06, 2004 2:50 am Post subject: |
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Nekrophidius wrote: | 1. Game makers need to create README files which have the controls clearly laid out.
2. Game players need to actually read these things. They're not there for decoration, you know. |
Readme files are, generally speaking, a waste of the developer's and the player's time. Looking at the Icewind Dale 2 readme file, I see 18 pages of text, none of which is necessary for playing the game and none of which is even remotely interesting. As a general rule, if I can't figure out how to play a game without looking at the readme file, the game is probably not worth playing.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Aug 06, 2004 12:38 pm Post subject: |
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I like Sirocco's way of doing. If it's not intrisive, you can ignore it. And to tell you the truth it wasn't intrusive in Frenetic, hell I forgot you had even put it in there in the first place.
I think this, combined with a default keyboard mapping (as well as guidelines on how to do this intuitively) would benefit everyone quite well.
I'm going to restructure this and change the concept. It's now going to be a tuturial on Human Interface from a console style RPG standpoint. Examples in C++ and Allegro will abound. Hmm. Maybe I should submit this to pixelation? _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Fri Aug 06, 2004 5:35 pm Post subject: |
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Submitting to Pixelation would be a good idea, as to be truthful I've found little reason to read it as of late. Too much inane babbling, too little applicable content.
We will, I assume, be able to proof read before you submit ;)
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Aug 06, 2004 7:19 pm Post subject: |
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yeah, i will post here the work in progress, so you guys can tear it apart as I build it up. This way I don't write another half assed article with code that won't run. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Sat Aug 07, 2004 10:44 am Post subject: |
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Rainer Deyke wrote: | As a general rule, if I can't figure out how to play a game without looking at the readme file, the game is probably not worth playing. |
In other words...two things:
Player: "I'm too damned lazy to read the README."
Developer: "We're too damned idiotic to write a proper README." _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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Happy JonA's American snack pack
Joined: 03 Aug 2002 Posts: 200
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Posted: Sat Aug 07, 2004 2:33 pm Post subject: |
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Nekrophidius wrote: | In other words...two things:
Player: "I'm too damned lazy to read the README."
Developer: "We're too damned idiotic to write a proper README." |
Actually, that'd be:
Developer: "We're too damned daft to write a proper interface."
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Ren Wandering Minstrel
Joined: 07 Aug 2004 Posts: 130 Location: turn around...
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Posted: Sat Aug 07, 2004 5:42 pm Post subject: |
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Rainer Deyke wrote: | As a general rule, if I can't figure out how to play a game without looking at the readme file, the game is probably not worth playing. |
I'm not so sure I agree with that. After all, it seems the standard for indie-rpgs to use a d-pad, 2-3 button interface just like a controller, but instead of having to go through menus all the time someone might decide to make use of the other 100+ keys sitting in front of them to hot-spot certain items. And why not make them unique to your game? After all, it is yours. That said, standards such as 'f1 for help' come in handy all the time, and if someone decided to make f1 'suicide' for example, and only mentioned it in the readme it's proberbly be very irritating, heh.
Needless to say, I usually read the readme. _________________ Previous nicks: MidnightDreamer, The_Anarchist, Shroomasta.
ren-tek.net : BGC games and more!
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Aug 09, 2004 1:27 am Post subject: |
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Ehm, published games aren't supposed to be "ego trips" in which you make what you want to play at the expense of others who would try the game. (see also, Daikata) The less interaction I have with the keyboard, the better. I avoid games that make me use a lot of keys. The QWERTY keyboard was not designed as a game controller, and there is a good reason why game consoles have yet to adopt keyboards as their default control devices.
I usually assign the right shift and '/'' keys to the controls that the game uses most. I control movement with the directional keypad on the on the right side. When I have the opportunity, I use my comfortable $20.00 gamepad instead.
I died so many times fumbling for the numeric keys in Diablo and doing really stupid stuff like holding down the right control key(?) with my awkward left hand to keep my character from running into traps. Diablo is not a favorite game of mine because its "hotkey" control crap structure is abyssmal.
I understand that some personalities prefer higher levels of keyboard interaction as opposed to lower levels. Please warn me on your download pages that your games are like this so that I don't waste my time dowloading them.
P.S.: I included the shift key in my keyboard mappings out of necessity, not by choice. The keyboard has difficulity processing more than three simultaneous inputs by some keys. Using the shift key allows me an instance in which four inputs are simultaneously available. I recommend that the standard consider this issue. Also, I see a problem with the "Shift/Z/Alt/Space" draft layout: that demon Windows key.... <_<
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Mon Aug 09, 2004 2:57 am Post subject: |
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If the win key poses such a problem you can always edit your registry and take it out entirely ;)
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Aug 09, 2004 11:49 pm Post subject: |
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Hey, I've got an idea. Instead of choosing a single control set as a standard, why not have a selection of standardized control sets to choose from? It seems to me, that any single control set will make some people unhappy. By using a set of standardized schemas instead of just a single schema, we could make everyone only a little unhappy.
P.S.: I wanna help with this if it's possible.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Aug 10, 2004 12:12 am Post subject: |
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Well, read some posts above. The idea is changing away from a standards-compliancy issue, to instead a how-to and set of guidelines as well as a library that is capable of implementing it. I think, as far as standardizing something goes, a workable library that people can use will make something more of a standard than a conceptual documentation.
If it's helpfull, simple to use, and provides and exellent interface, a GUI lib like the one I'm planning should be more helpfull than anything else. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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