
05-19-2010, 05:26 AM
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Will work for food. Maybe
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Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
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A more minor planning, Options:
I thought from the very beginning to have a planned and organized option system. Pausing would also have an "Options" selection, that would navigate you to an options screen. Here you could change various options. As I can up with ideas, and the ability to toggle said ideas and options I would write them down. Then eventually I was going to put them all into a universal option window, instead of having things scattered between NPC's and commands. Also, because many of my scripts were somewhat graphically intensive, I had planned to have a graphics setting. Instead of "disabled effects" or "enabled effects" I was going to have a more standard, low, medium or high graphical quality. This would disable and enable certain effects I would think would slow down a computer without sacrificing the in-game effects.
Q-menu was going to get a total reworking to be more like Zelda. This was not to copy Zelda, but to simplify inventory navigation. Even though the video shows a q-menu very similar to the default q-menu, it was actually scripted to handle various sections. I intended to put different items that didn't actually need to be used by the player into sections the player didn't have to navigate to. I also planned to have an inventory to hold temporary items as well as quest items that the player would eventually use. All of this meant the player only had to navigate through items they would actually need instead of a bunch of system and/or temporary items that had no actual use. |
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