Except for the side-facing written intro to the storyline, all the current demos and teasers make use of only the lower screen for touch functionality.
Will the final game be using both screens of the 3DS? If not, a lot of things onscreen could get crowded. If yes, much of the interface such as a map and/or chat text can remain on the upper screen while the lower screen focuses on the cutscenes and the graphical adventure.
Great ideas Takis! :D
That easily accessible chat window sounds especially good. If implemented, I think it should be basic (a la no colors/images, etc.); only text chatting in order to speed things up on the user's end. I like the sound of having a map as well.
In order to take advantage of both screens properly, jQuery's .scrollto method will have to be used.
Menu-wise, I'd like for them to be easily navigate-able. The best way to have this work I believe would be to have small tab icons lining the bottom, left, or top of the bottom screen and have their contents display on the top screen where there is much more space.
It's my job to help the next generation, and set a good example for them. And for that I'll gladly lay down my life.
There would be no point in having the Mt. Hildar Demo, the closest thing to a functional game we have, have chat functionality if the final game was not to have it.
Swap screens? Occasionally used with DS games, but I'm not sure it could be reliably designed or very comfortable for the player. A similar approach is when a screen comes up, the screen it is replacing slides over to the other screen.
Local vs. worldwide chat. A good thing to bring up with regards to range/visibility of local chat and whether or not they will be shown separately, among other things. Might be a stretch, but private/buddy chat is a common MMO feature.
What I had in mind was as follows.
Upper screen: - chat area takes up most of area
- mini map uses another chunk (world map can be opened up separately)
- status preview consisting of avatar, character name, HP/MP
Lower screen: - main environment
- of course chat entry box w/ send button has to stay below (while chat posts appear up top)
- stats, inventory, etc icons in a column on left side
- pop-up dialog
Manipulable menus would appear below and non-manipulable menus above--while all the icons to produce those menus remain below.
It is pretty set that the upper screen will be used primarily for character stats, which somewhat implies that their makeup will be complex enough to suitably and comfortably fill the screen for several (4?) characters. Money and health indicators down below, while nice, would then be redundant. Small tabs lining the top or one side of the touchscreen for selecting stats, items, map, and chat menus sounds good. Whatever requires direct interaction--items a must, map maybe navigable--should open on the lower screen with anything else opening on top. While doable, sliding menus up and down would produce a lot of lag.
As for chat, I think the quality of its interface will be crucial to game success.