Hi.
I don't see a problem with menue driven interfaces for the sort of tactical
combat type game your developing, or indeed for various other sorts of
games. Entombed for example uses a very minimal walking system for moving
around the dungeon, but everything like equipping your characters,
I'm afraid I came to this topic really late. I have no idea what's
being developed or the questions asked so far.
However, like a complete whacko, I'll post my two cents anyway.
First of all, menus are an awesome tool. They are useful, in fact I'd
go as far to say a necessary standard part of most
Hi Dark,
I pretty much agree with what you said below. I don't generally have a
problem with menus in games accept that in certain adventure games
like Chillingham the menus are a bit too clunky. Plus would be rather
time consuming to program. A parser system would be far more
appropriate in that
Dakotah, This is Aaron again. I'd rather participate in this thread with
my own email account, but I don't seem to be getting messages from this
thread on my own account for some odd reason.
The grid suggestion would be a good idea when you know what's left and
right of you, and that there is