[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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