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Adventures in Interfacing Part I: Should the Interface be the Adventure?

Vince Twelve - the award-winning indie developer behind Resonance - shares his thoughts on designing adventure game interfaces in a special guest article for "A Hardy Developer's Journal". And you can be sure he will be interested in pushing the boundaries of what has been done before, as this is a guy that worked on innovative games like Nanobots and What Linus Bruckman Sees When His Eyes Are Closed:

"[...] when Mario sees a goomba, the player knows what to do. It's the action of doing it that is difficult. But when the Guybrush Threepwood finds himself locked in a room with a shoelace, a basket of lemons, two dragon scales, and half an eggplant in his inventory, the player shouldn't know immediately what to do, but once he has an idea, it should be easy to perform the tasks he intends to try. Instead of requiring quick reflexes and nimble fingers to overcome, adventure game obstacles will require (ideally) observation, consideration, and lateral-thinking."

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