Open evktalo opened 9 years ago
The last comment sounds good right now.
"hide inventory", "show inventory", "play music" and "stop music" could be their own commands as well. Splash screen could be room with no inventory shown, with "start game" as a furniture that has interaction that transitions to main menu room, shows the inventory and starts the main menu music.
Thoughts regarding #169
If we want to have multiple different views implemented for a game, it may be a good idea to implement a menu fully on the view side.
OTOH the room approach could still work there ... it's not unimaginable that it's possible to make from the same game data a working implementation for all:
Could be a cool demo to make!
Thinking of LZ specifically, I don't see a blocker for implementing the main menu and splash screen as rooms / cutscenes. That game probably will stay implemented with its current view.
It would be nice to be able to define interaction commands for the game start. The case from Kalevala project: Start the game with something in the inventory. So, instead of hard-coding menu actions in script, define interactions in data for each button. e.g. 1) Play intro sequence 2) Transition to the first room 3) Play the arrival monologue, as interaction commands from pushing the start button.
Perhaps even menus (and the splash screen?) could be constructred as rooms with button furniture,