The inventory
In this video http://e3.gamespot.com/video/6211409/, at 8:42, we can see the inventory, that you bring on the right. What do you make of it?
Generally, I think i prefer always-visible inventory, like it was in Monkey 1 and 2. Monkey 3 had a seperate inventory view as a chest, wich wasn't bad and had you dragging the items. As for the 4th, its probably most confusing of all as for the inventory goes with rotation of items, part of it because of the keyboard contols.
I also love some more details and extra options in it.
As for Tales, i like the design because of nice choice of colors and pirate motives for the look of it. Its not distracting also, but we can probably say more after we take on controls and interface.
Generally, I think i prefer always-visible inventory, like it was in Monkey 1 and 2. Monkey 3 had a seperate inventory view as a chest, wich wasn't bad and had you dragging the items. As for the 4th, its probably most confusing of all as for the inventory goes with rotation of items, part of it because of the keyboard contols.
I also love some more details and extra options in it.
As for Tales, i like the design because of nice choice of colors and pirate motives for the look of it. Its not distracting also, but we can probably say more after we take on controls and interface.
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Or maybe next/back arrows will only visible once that area is full, a'la MI1 and MI2.
i guess this would be the case
"places for items" reminds me of a Return to Mysterious Island, they were sometimes a little tedious, but it can be fun if the puzzles themselves are inspiring.
About scrolling -- if you look close, the graphic is actually a paper scroll. In the area with the inventory items, there is some kind of watermark that we can't fully see - a skull and crossbones maybe? This leads me to believe that as you get more items, the scroll opens wider to give you more space.
Good shout.
And as item combining is back, it should be sweet.
The demo uses the W&G-controls.
You walk with the keyboard arrow keys and use the mouse to interact with the hotspots.
As far as the inventory, I love the look. I'm sure it'll be as functional as it needs to be. I do miss it being on the bottom of the screen though, but I suppose it's more cinematic the other way?
EDIT: However these are not the final controls for TMI.
What he said. Also, there is a demo of W&G, if people want to see how the controls work in that game.
But if the puzzles are enough interesting and if the game is giving you everything you need to know as to solve it, then you can forgive everything else.
Also, some inventories would have you click on item and when you click on another item which you can't combine the cursor is changing back to original state, and then you need to click on first object again.
I'm really happy taht we see no more of Simon the Sorcerer's pick up/talk/push/pull menu which would cover 1/2 the screen. yeah, like 1/2 the screen! Nah, more picture is good I tell you! But the inventory obv should be really easy to access in all kinds of way.
I’m sure that’s why adventure games started using inventories that can be collapsed or hidden and probably why they’re doing it with TMI.