Dialogue/Cursor model Question: anyone dislike the sequence of events that plays out for dialogue in Lassie Director? What I mean is: you trigger an event, the cursor is disabled, the character performs actions/delivers dialogue, then the cursor is restored. If you don't want to finish listening to dialogue, you can click the mouse to skip the line. Play a Lassie Director game (ND, TGE, the online demo) to see what I mean.
That procedure went through a LOT of usability refining, and ultimately I've been very happy with the result. Any thoughts or contradictions on that point? If so, I'd be interested to hear them, otherwise I'll be implementing the same system in LassieAS.
JohnGreenArt- 04-12-2006
I thought it worked fine, can't think of any real gameplay issue that would require it be changed.
NigeC- 04-12-2006
i thought it worked fine too..
plus from a game creators point of view its useful when -*test*-('")ing a game, to be able to skip through sequences, having to wait for convo's to finish would make -*test*-('")ing tedious to say the least
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