# The new interface in "Delores"

**URL:** <https://forums.thimbleweedpark.com/t/the-new-interface-in-delores/4265>\
**Category:** Development/Design\
**Created:** [May 10, 2020, 4:39pm UTC](https://forums.thimbleweedpark.com/t/the-new-interface-in-delores/4265 "2020-05-10T16:39:10Z")\
**Posts on this page:** 1\
**Showing post:** 19

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**Author:** ![Frenzie](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/frenzie/32/4416_2.png) [@Frenzie](https://forums.thimbleweedpark.com/u/Frenzie)\
**Post date:** [May 11, 2020, 3:47pm UTC](https://forums.thimbleweedpark.com/t/the-new-interface-in-delores/4265/19 "2020-05-11T15:47:17Z")

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> [@RonGilbert](#):
>
> Holding is also problematic due to touch devices. TWP touch deals with up/down clicks differently due to the need for scanning.

In the way I described it (i.e., as implemented in Full Throttle/MI3) those problems are (hopefully? 🙂 ) avoided because `click, move, click` and `click & hold, move, let go` execute the exact same action. The latter just happens to be slightly faster if you’re comfortable with it.

> [@Someone](#):
>
> You could implement that in my suggestion too (in addition to a click): If the player holds the mouse button for, let’s say, 2 seconds, the game chooses/activates the verb under the cursor.

Perhaps I used the wrong word when I said “hold.” I mean something much closer to “flick” or “swipe.” The point is that you don’t let go of the button while you do so. You _can_ hold for minutes at a time if you really want to I suppose, but then it would be much more convenient to just click, let go, and slowly ponder your next action before clicking on it.

It’s like how the right click menu typically can work in Unixy environments, but in Windows only the regular left-click menubar does.

> [@Announcing a new Thimbleweed Park mini-adventure](https://forums.thimbleweedpark.com/t/announcing-a-new-thimbleweed-park-mini-adventure/4261/60):
>
> > [@Announcing a new Thimbleweed Park mini-adventure](https://forums.thimbleweedpark.com/t/announcing-a-new-thimbleweed-park-mini-adventure/4261/56):
> >
> > would have liked to be able to click to skip dialogue as the . button is on the right side of my keyboard and awfully close to my mouse.
> 
> I had the same argument.  
> In a private conversation with Ron Gilbert, during the test phase, he answered me what he thinks about (it’s a general info, so it’s safe to make it public):
> 
> > [@](#):
> >
> > _"I refused to do this for TWP (I did add a power-user Pref to add it), but allowing right click to skip dialog is painful. People just click through dialog without reading and then complain they are lost and confused. Right-click is just too easy for casual players to find._
> > 
> > _Also, the right-click is now used, so it would prevent you from right-clicking while people were talking, or it would kill text when all you wanted to do was right-click to get verbs."_

I actually really like `.` instead of something like left click, right click, escape or space, and it’s for precisely that reason. There’s no accidental skipping when you mean to pause for example. Far too many games have escape for pause/menu _and also to skip_. Which is pretty much only fine if it brings up a skip/continue menu like in Deus Ex: Human Evolution. You also avoid any accidental skipping due to clicking, for example because of how it works in Delores. In Ace Attorney for example I’ve regularly been skipping dialog only to accidentally execute some random action afterward depending on what was under my nail/stylus.

The TWP interface is superior to most adventure games I’ve played in the past two decades because of QWE/ASD/ZCX and `.`, and properly listening to arrow keys+enter in dialogs.

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