Designing and implementing the GUI command prompt.
Progress
I couldn’t get much work done because I had trouble sleeping and I was busy with other classes, but I managed to lay the foundations of the new, custom command prompt.
Command list adapts to game state “Press any key to continue…” Tooltips for commands The new command prompt
As you can see, the default inline command prompt (with a “>”) has been torn out and replaced with a fancier version with a fleuron in a separate part of the game window. The idea is to make the parser system more accessible to new players by presenting it prominently, in a modern interface style, with tooltips and clickable buttons.
The command prompt now looks like a graphical control panel instead of a command line, and animates prominently whenever the player is expected to enter a command. There’s placeholder text to help new players who haven’t played parser text adventures before (“Enter a command…” and “Press any key to continue…” offering pointers on how the player is expected to interact with the game).
There’s also a list of recommended commands below the command prompt, which is updated with new recommendations based on the current game state. Hovering over a command will show a tooltip that concisely explains the command’s syntax and what it’s used for. Clicking on a command will automatically input it into the command prompt.
The new prompt isn’t finished yet: the recommended commands currently don’t take endoscopy into account, and there needs to be a separate interface for when the player is engaged in dialogue. But those will have to wait for next week, I think.