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Table of Contents
Free Movement
Some games will include one or more “Free Movement” areas, which operate more like a “point and click adventure” than a pure cinematic.
Actions
MOVE (target)
Also: Jump, Lie, Sit, Sleep, Climb
This is often the Default Action.
LOOK (target)
Also: Examine, Read, Inspect, Smell
This is often the Default Action.
TAKE (item)
Also: Pick Up
This is often the Default Action.
OPEN/CLOSE (target)
(For doors and inventory containers)
This is often the Default Action.
SPEAK (target)
Also: Ask, Call Out, Shout/Yell
USE (item) [ON (target)]
Also: Push, Pull, Operate, Turn On/Off, Eat, Drink
This is often the Default Action.
TASTE (item)
(Non-Destructive variant of USE/EAT)
HIT (target)
Also: Attack, Knock
This is potentially destructive, so is never a default action.
DROP (item) ON (target)
Also: Leave, Place, Give(to)
This is potentially destructive, so is never a default action.
THROW (item) AT (target)
(Different from Drop due to Proximity)
This is potentially destructive, so is never a default action.
SHOW (item) TO (target)
(May be combined with GIVE)
WAIT
Also: Listen
Defining Interactions
Interactions can be attached to Locations, Characters, or Items (whether present in a scene, or within inventory.)
User Interface for Commands
Interact button.
Use tool button.
Examples: On a bookshelf, interact will take a book, use tool button will read the spine of the book. With a door, interact will attempt to open the door, use tool button will use the key in hand to unlock or lock the door.
Interact does the default action with an object on the screen. If there is a secondary type of action, double click or long-press could activate that. For example, interact might try to move through a door, double click would instead try to open the door. Interact attempts to take the lantern, use attempts to light or douse the lantern.