Madrayken wrote: ↑Fri Dec 18, 2020 11:20 pm
If you expect to be able to pick from a sea of text options in a list, you'll *never* think of typing in something by hand (because you've not seen the option, so why would you expect to suddenly start typing in text?).
I feel like you assume that the UI always has to be
exactly the same and you might have good reasons for it. I'm not deep into UI development and I assume there might be some sort of guideline saying "never use different UI elements for different input methods because that kills the workflow" or something like that.
I thought it might be possible to hot-swap the text input line with something of similar size like [ < Selectable answer > ] as soon as the player picks up a controller and presses anything - similar as it is now with modern games where all key icons get switched out for the corresponding controller counter part (A, B button etc). And if the player then decides to go back to keyboard, he/she just presses anything on the keyboard again.
If I were the player doing it in your game, I'd expect no huge visual changes to the UI, otherwise I'd be confused, for example when the action buttons on the left would disappear and the game would expect me to use only a radial menu from now on. Instead, all UI elements should be created in a way that is somewhat usable for all input methods with possible additions (but no removals) to make certain actions easier for certain input types (like adding a radial menu or a virtual keyboard on top for controller users).
Regarding the "sea of text options", I also think this would be a bad idea. I'd try the [ < Selectable answer > ] method if there's not much to choose from, lets say 4-5 dialog options max. You said ...
Madrayken wrote: ↑Fri Dec 18, 2020 11:20 pmIn Moonring, everything you need you see in the context of the conversation... apart from secrets.
.. earlier. The dialog system seems to be made for rather short sentences instead of text walls - that's why I think this could work pretty well. (Okay, secrets won't work but imo having the core gameplay working for more players [controller users / maybe even console players?] is more importent then having dialog secrets.)
Madrayken wrote: ↑Fri Dec 18, 2020 11:20 pm
There also can be 20 or more things to talk about in a conversation. Even if I prioritize 'stuff you've not talked about, yet' that's still 'show a grid of all the text you could potentially talk about and let users navigate around it using a joystick', which seems kind of... hideous.
Yeah, with that amount of options it would be clunky to scroll through all options with a controller to get to the one the player wants. But to be fair, I'd say having that many possible options highlighted in the dialog would annoy keyboard players just as well and also could mean many more dialog writing needed for the game. I think I'd limit myself to a smaller number of options to keep things easier or implement common keywords like the Ultima games.
Madrayken wrote: ↑Fri Dec 18, 2020 11:20 pm
More elegant methods (use left/right to show 'next'->'previous' or something) would require 10+ clicks, or a radial menu made of words to get to the desired topic, which seems like I'm trying to make things more complicated for players, while still hiding the fact that you can type in *anything*.
For me, using a controller would make things easier in general, because I dislike using the keyboard
And I wouldn't use a button to click through the options, I'd use the x axis of the left analog stick since movement is locked while in a conversation - B button to exit.
I think if you don't feel like it could work, just don't do it
It possibly means many hours of headache, tinkering, maybe prototyping/testing different solutions or even compromises in game design (if no easy, accessible solution for the dialog problem can be found).