Anybody ready to talk some serious game design?
I've been putting a lot of thought into minimizing everything just so, in order for the player not to constantly be presented with options that did nothing.
We got our first simple scene in first person, where you can LOOK at stuff or LISTEN and have the option to TALK to your main character, you being the skull he's carrying around. This scene is supposed to give you a little introduction as to how the controls work and works well considering the problem I'm about to get to.
Once you talk to your buddy, his portrait slides in and he says whatever he's got to say.
Now we got our third person scene.
You pick EXAMINE -> CROSSROADS and you're here:
Now for the problem:
I was gonna split the commands you get between third and first person, with the third person scenes always having an EXAMINE to go into first person for the particular spot you're standing at and a GO to go to another spot.
The first person scene holds LOOK instead of the third, so you can actually see for yourself whatever is being looked at instead of everything being about as small as a single pixel.
It holds TALK cause there's gonna be other characters to talk to in third person, so TALK in first person is always talking to your buddy guy and TALK in third is always him talking to other characters.
Then we got TAKE in the first person cause that's also where you LOOK at stuff, which ends up unlocking TAKE upon finding something of interest.
And with EXPLORE, to go back to third person, we got our 4 options full.
But what if I want to USE something that I picked up? Dunno, we're out of space.
On top of that, I want to have a fullscreen menu which I hope is okay to only be able to bring up in third person, cause that's where I have room for some more commands, but with a TALK for other characters, we also got our 4 options full here.
What do we do? Hide the TAKE behind ITEM and put USE in there as well? possibly. Any other ideas? Thanks for reading, possibly replying and hope you like what you see so far.