Welcome back! Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window. Today I’m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the interface simple, fast, and intuitive.
Entries tagged with “What Linus Bruckman Sees When His Eyes Are Closed”.
Sat 13 Feb 2010
Adventures in Interfacing Part II: Interfacing the Adventure
Posted by Vince Twelve under Features, Games & Game Design
[2] Comments
Tue 26 Jan 2010
Adventures in Interfacing Part I: Should the Interface be the Adventure?
Posted by Vince Twelve under Features, Games & Game Design
[19] Comments
Interfaces are important. I love interfaces. Forming an intuitive and fluid language that is used by the player to communicate with the game, and a way for the game to communicate back is fun. But adventure games, even the commercial titles, rarely get much interface love. Games in the genre tend to stick to one of the commonly used control schemes. (more…)





