Timeline for Maximum usability for purely text-based menus?
Current License: CC BY-SA 3.0
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Mar 4, 2013 at 21:56 | comment | added | Michael Lai♦ | I think it is a matter of creating logical groups and sensible hierarchy with the menus, then you can show/hide or enable/disable options depending on the situation in the game. Navigating the menus on reflex sounds like a pretty tough thing to do to me, but if you have some sketch of screenshot of the interface I could make some suggestions. Thanks. | |
Mar 4, 2013 at 12:29 | comment | added | Schilcote | It's a game where you manage a private starship, and you have to move cargo, get the ship fixed, hire crew, etc. Most of that is going on in menus. I'm not sure about context sensitivity; the player's going to be navigating the menus on reflex by fifteen minutes in, so moving things around is only going to make things worse, won't it? | |
Mar 4, 2013 at 5:07 | history | answered | Michael Lai♦ | CC BY-SA 3.0 |