I'll typically set up a main window that covers about 75% of the screen, and then open up many side windows around the top and right-hand side of the play area. One of these windows shows the flavour text of rooms / corridors / things 'l'ooked at / etc. I think this setup would help you gain a bit more context, although I'm sure the game ought to be played fine with only one window (eg: through a terminal)
I have another window sitting directly above the message area that shows the previous 10 or so messages (more with scrollback). When repeat messages occur they come up as a "The floor is thick with dust (x13)" compactor that keeps the whole list more readable. Once again, though, the game should still be enjoyable without windows, and it would make sense from the protagonists perspective that they wouldn't need to keep being told that they are trudging through dust once you've made the decision to continue. Maybe additional text on cumulative milestones to keep the user informed but not harassed? x5 = "Still dusty ..." x10="*Cough*cough*" etc.
I have another window sitting directly above the message area that shows the previous 10 or so messages (more with scrollback). When repeat messages occur they come up as a "The floor is thick with dust (x13)" compactor that keeps the whole list more readable. Once again, though, the game should still be enjoyable without windows, and it would make sense from the protagonists perspective that they wouldn't need to keep being told that they are trudging through dust once you've made the decision to continue. Maybe additional text on cumulative milestones to keep the user informed but not harassed? x5 = "Still dusty ..." x10="*Cough*cough*" etc.
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