![]() Text descriptions are now largely limited to text boxes that pop up over graphics. Movement is handled with keys mapped to directions and occurs within a screen, allowing characters to move within a scene rather than being a command to enter another scene. What does the Sierra system change about its predecessors? It adds graphics, of course, but there are a lot of other smaller changes, including: Let's look at a history of the three major types of adventure game interface for the period: Text with text parser, graphics with text parser, and SCUMM. The SCUMM interface was developed largely to solve the core problems of Sierra's parser interfaces, which it did, but ultimately introduced new interface problems to be solved. Can someone give me a good reason why a streamlined SCUMM interface is worse than a single mouse cursor that traditionally doesn't tell you what interaction it's about to do? Also I am taking into account a single mouse cursor that comes with a bar that tells you what you're about to do. ![]()
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