LuaEclipser, on 13 March 2013 - 09:18 AM, said:
nitro i have a great idea that you could implement;
buttons!
i know that means upgrading the program to support the advanced computer, but it will be worth it
Regarding upgrading to advanced computers, support is on the way, but I don't want to make them 'advanced exclusive'- I want this to work on both platforms, as I feel that mouse and colour is useful but not integral. So keyboard checklists will probably remain the order of the day, I'm afraid.
LuaEclipser, on 13 March 2013 - 09:18 AM, said:
maybe like a button for the chat to NPS
I was actually hoping to have a bit of discussion or even debate about how I've handled conversations in this game- right now the implementation isn't perfect but even if I got it going really well it remains tricky. I intend on staying with the open-discussion format, and playing through the quests and how conversations with NPC's influence them may help to explain why I've made this rather strange choice. Did anyone forget to give Jocelyn the tonic? Indeed, was anyone unable to find Jocelyn? In modern RPG's it's so easy to just click "Good option", and skip over the dialogue- this approach forces the player to pay closer attention, and engage with the story.
That said there's a lot that can be done to improve the method. A lot of colour games using a similar input style (check out Cythera as an example, a Ultima clone I took a lot of inspiration from) would colour important words differently, and when clicked on it would pass that through as though you'd asked that question. Most also kept a list next to the dialogue window of all topics of conversation with that NPC, or topics you're aware of, which can also be clicked. I expect both features to appear in later versions.
darkroom, on 13 March 2013 - 10:32 AM, said:
So I don't have page up down I am on a mac you should have some game options so you can edit your controls
I wanted to make a snide comment about supporting macintosh, but then I think I'm one of very few PC users who still uses those six function keys these days. I need to figure out serialization for saving and loading, so that'll probably all be included in an options menu (along with the ability to modify key bindings). Not a hard job, and it would be a much better way of letting users know what interactions are actually available than just having to guess.