[MUD-Dev] When the interface becomes the challenge.

Lee Sheldon linearno at gte.net
Fri Jun 22 13:02:43 CEST 2001


-----Original Message-----
From: Travis Nixon
Sent: Thursday, June 21, 2001 3:39 PM
To: mud-dev at kanga.nu
Subject: Re: [MUD-Dev] When the interface becomes the challenge.

> Point and click, that's the way to go.  A cross between diablo and
> some of the more conventional adventure type games would be best,
> I think.  Want to go somewhere?  Click on it.  Want to open a
> door?  Click on it.  Want to sit on that rock?  Click on it.  Want
> to kick it to show frustration?  Well, then maybe you have to
> right click on it and select something from a menu.  Or maybe you
> "highlight" it somehow and then type /kick or something.  I dunno.
> That's where things start to get a little more complicated, and
> where we start talking to somebody who actually has some knowledge
> of interface design.  :)

Ah, one of my former lives: adventure games.  "Full Throttle" from
LucasArts had a useful, if ugly, floating iconic menu.  One of the
icons was a boot just made for kicking.

Lee

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