crossy wrote:2) Use the click on the image feature with a purpose. For me clicking the screen should only be used when you are doing an action in which the player is interacting with the screen, touching something, kissing, etc. If the player has something to say it should be in the bottom buttons. Where it gets tricky is the narration and "voice in head" ones.
- Turn off the alarm and get up, hold her hand, kiss, etc. (Action == screen click)
- Get ready for work // Continue, Nod??, (Narration == ??)
- You know what could happen (Voice in head == I think these should be buttons down bottom but italicise them or something like Wolf does in BEW)
- "Yeah, but there are two executives in it. I want to make a good impression." (Character talking == buttons)
This is an interesting suggestion. We agree on picture clicks being "do something" and bottom buttons being "say something." The question is what to do with "Continue" and "Voice in your head."
I guess the three choices are
1) Overload the screen click (that's what I've done so far).
2) Overload the bottom button.
3) Introduce another mechanic (like a top button or something).
I don't really like #3, because more buttons means less screen real estate for pictures. I'm not really apposed to 2, though. It was pretty arbitrary that I chose 1 over 2. I could use the convention that things in (parenthesis) aren't said. Or I could start putting quotes around what you say. I'll think about it.
Tlaero