jack: (Default)
I felt the high point of point-and-click adventure games was Monkey Island (the first one). I didn't like text adventures as much, and nor the later interfaces -- with only two verbs available, you rule out a large range of puzzles.

However, because this interface was left behind, there's a lot of room for improvement which was never explored.

Proposed interface 1

* Right mouse click #1: Look (eg. title of a book, but don't open it and read it. Response carries on while you're walking, but is interrupted by any other action.)
* Right mouse click #2: Walk to (ground) or walk to and perform default action, if any (object).
* Right mouse click #3: Skip walk to. (Shortcut animation like double clicks on doorways in MI#3)

* Left click: Select object for action, putting name on verb line
* Left click: Select verb for action, putting name on verb line.
* Click again: Do action. (Leave verb selected)

Examine would be different to look. Look is the default and would eg. read the title of a book, or read a large sign, or what a large object is. Examine you have to select as a verb and would read inside the book, or notice a secret lever in the sign you have to be close to see.

It seems complicated, but the idea is that it's easy to learn, but as you get to know it you can do things quickly.

There would be a help line on the status bar saying "Left click to ..." etc.

Do you think that works?

Proposed interface 2

This was my first thought. You shouldn't have to keep moving the mouse to the status bar. Have something like monkey island 3, where right-click gives you a menu of verbs wherever you are on the screen, either to apply to the object you clicked on, or to apply to the object you click on next.

Edited to add:

Monkey Island was always great at reinterpreting the verbs in clever ways for humour or puzzles, eg. when the verbs available change, or are used in unexpected ways. Obviously having more, and different, verbs gives you more scope for that.
jack: (Default)
I really enjoyed writing those long musings on the history of the world. It's funny, I often do, though I'm not quite sure if they're *for* anything. They're deliberately too light on mechanical details for a roleplaying campaign and too light on plot for a book.

And they're a bit long for livejournal; it's almost automatic for your eyes to glaze over at the first paragraph and skip past.

I'm particularly curious to know if anyone did read them, and if so had any thoughts. (It's ok, pippa, I know you were going to tell me about the language later.)

(1) The names, the veil albicant, etc. Could they be less facile or less pretentious? Any suggestions? I like them for being adjective last if nothing else :)

(2) The religion. I tried to make a world with a more definite afterlife, but where Christianity is both immediately obviously relevant, and yet still a matter of faith and trust in God. Was anyone offended? Did anyone find it sympathetic?

(3) The renaissance. Anyone want to suggest any specific people to appropriate? I slipped Descartes in, but didn't try to give too much detail, I knew it wouldn't be accurate.
jack: (Default)
The verb line works, ie. you can click on a verb, and then an object, and at each stage it lists the compound command on the verb line, and then performs the appropriate action. The actions are compiled from a text config file. (At the moment only verbal responses exist.)

This is very satisfying.
jack: (Default)
What does the renaissance mean for magic in the church today?

By Father David. At the time this was written, he was estranged from the Roman Catholic Church and taken in by the Church of England, but he still maintained many close ties and saw the Catholic Church as his home.

From the fifteenth century a renaissance swept Europe. The church attracted great thinkers who tore down the old superstitions, in Christianity, in science, and in magic, and laid foundations of deeper understanding which we build on to this day.

But at the beginning the papacy was also convulsed with politics of squabbling Italian city states, and the dying of the remnants of the old empires, and revolted against some of the most radical thoughts.

jack: (Default)
The Veil Albicant

When you die, you are but a hair's breadth from this world. All about you is a drifting white mist, constantly suggesting the shapes of this world, and if your body is resuscitated you may yet return.

This is the veil albicant. This world is like a single point in the vast scapes of death, and the veil albicant the border. Whichever way you go from there will take you deeper into death.


Thoughts

If I did use this as the background to the game plot, it'd still be set in the world and the veil albicant, but I feel it's important to know this sort of thing.

I really enjoy making this sort of thing up.

I made no deliberate homages, but I can see references to Garth Nix's Abhorsen, Grim Fandango, and Earthsea. Is there anything else?

Notice that if someone's dying/recently dead, you can't save them by bringing them back, you need to do that as well if they're physically recovered but their soul is trapped or lost.

Are there any sorts of undead I missed? Did I pick the best names? For that matter, do you think the pseudo-heraldic names of the veils was the right way to go

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