Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Consider interaction commands for "locking" and "opening" interface #98

Open
evktalo opened this issue Nov 9, 2015 · 1 comment
Open

Comments

@evktalo
Copy link
Member

evktalo commented Nov 9, 2015

It would be possible to do little "in-game cutscenes", for instance when shooting a bear with an arrow, it would growl with npc_dialogue and have a timeout for remove_object. The problem of using remove_object with a timeout is that the player can click on the stage, drag items etc before the delayed command is enacted. So you could examine the dying bear, which will remove the dying growl and be quite weird narrative-wise.

Therefore, it might be a good idea to be able to "lock" the interface - it could e.g. gray out the inventory, and not respond to clicks or dragging until it is opened. The shift to non-interactivity needs to be communicated well to the user.

@evktalo
Copy link
Member Author

evktalo commented May 25, 2019

One way of communicating non-interactive state could be removing the inventory layer until control is back to the player.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

1 participant