David Gaider wrote...
I don't have a diagram to post, sorry, but you have six spokes on the wheel: NW, W, SW, SE, E, NE.
On the "regular" wheel you have the W spoke reserved for Investigate (if there are any Investigates on that node). Selecting it flips you over to the "investigate" wheel, where you have the same number of spokes and E is reserved for Return-- which brings you back to the regular wheel. A built-in investigate hub, if you will, without the need for awkward dialogue transitions.
Please don't take it wrong way, but the idea of having a command on one side of the wheel to enter the investigation but then having to use command on
opposite side to exit sounds rather awkward as far as UI is concerned. (there's both unnecessary movement involved if you're just taking glance at these options, and it can get potentially confusing when a spot in the interface sometimes is an action but sometimes it's just a switch depending on which mode you're on which isn't guaranteed to be very evident, i'd imagime)
Did you by chance try to experiment with putting the switch "back" in the same spot the original command to switch to investigation is placed, so it becomes essentially a toggle? Bonus advantage to that would be, such toggle can be then converted to a distinct, fixed button so it's even more obvious clicking on it does something different than making the character speak out a line.
not trying to do your work there, but just a thought.
Modifié par tmp7704, 25 juillet 2010 - 12:47 .