I enjoyed Erik Temple’s latest demo so much that I had to jump on the band-wagon: so here is a take on the click-to-focus, click-to-do model he’s come up with, built into the online version of Make It Good.
Currently, the intelligent commands peter out after the first few turns, because I’ve not gone through the Inform 6 code adding in links to every object reference (sigh)… and it’s horrifically slow… but it’s still interesting, I think.
My previous cut of this prototype had a side-window, containing various panels – a notebook of clues, an inventory, a map (though I never got as far as building that). This version strips all of that away for a pure one-screen experience. I think, having tried both, I prefer this.
It keeps the player focussed on the one place they should go for interactions. I wouldn’t mind a pop-up hint window or something for when they get stuck – but in my more cluttered prototype, I didn’t like the way you had to actively play in several different windows to progress.
(I still want to add a graphical map. But Quixe can’t do images, yet, and I can’t draw at all well…)
Note, this is the demo with Interactive Parsing, so that’s there too, if you do decide to type. Playing the game you can flip between the two modes using that little (X) symbol that appears when you’re focussed on an object. (Erik’s had a graphic; how he did that, I have no idea.)
Lots to be fixed: I want to remove the hints in the subject line, make the suggested actions contextual, and have a think about how to do conversation. But still… but still…
(Oh, and on a Mac, the font is considerably nicer than on a Windows machine. If anyone can explain why, I’d be grateful.)